Commented 1 year ago2023-09-29 03:10:22 UTC
in vault item: KM_SM_Splash_SplashComment #105573
Ya it's actually pretty fun and keeps matches moving at a neck breaking speed. However, the only issue is when playing on servers it's broken and is prone to other random issues, but that's why I included both versions.
Dang. I just realized this weekend that this was for all goldsrc games. I thought it was just for half-life this whole time so I wasn't really interested lol. I started working on my map this weekend. Layouts done, but I don't think I can get it done before the deadline. Too many details and optimizing for outdoors maps to be done. I'll submit what I have if it's not done or I'll just upload to the vault at a later date. Should be a pretty cool/fun map though. My entry will be for counter-strike.
Commented 2 years ago2022-04-13 03:35:30 UTC
in vault item: Round-reset floodingComment #104327
This is a little late, but if you come back @Captain Terror I finished that water map we talked about. I have a new system for triggering the water and it works perfectly. I post it in the vault as KM_SM_Splash_Splash. Hope all is well old friend.
I posted the new version of the map so you guys can mess with it a bit. I have problems at times with triggering it, but that may be my crappy trigger. If anyone has a better way to trigger it once per round feel free to share the knowhow The actual map I am using this for can randomly bug out and cause the water to snap to the top suddenly. When this happens it causes the water to go down into the floor until it randomly decides to go up again. Not sure why either... If the kinks get worked out there could be some interesting maps made. Lava maps, slime maps, etc... cool stuff. I'll attach the rmf so you can mess with it if you want.
Just solved this riddle... You'll notice vehicles always respawn to their origin point in cs 1.6. Maps like he_offroad and de_wallmart have them and they are always in the same spot at the start of the round. It has to do with the func_train entity. So set the water to func_train and make 2 path corners entities. Simply trigger the func_train with an invisible trigger_multi at the start of the round. You are essentially making an elevator. Oddly enough, the func_train entity has a option you can select in the contents box called: if non solid swimmable water. Make sure you've checked the not-solid flag off instead of selecting the non-solid option. It won't work otherwise. The only downside is you get no waves, but I'll take that any day. Note, editing the worldspawn wave height has no effect either. I can post the new version you can test it for yourself. It's pretty neat I think. I could probably post it in the example maps if anyone cares to use this.
I uploaded a picture if the actual map to the page. It's still not finished , but you can see what it looks like. Edit: oh and ignore the insane amount of info_player_start entities
Thanks for your help. I've have been trying to fix this problem for years so this map has been uncompleted for quite some time. It's a very fun rush type map. I had thought about a copy and paste level type solution, but I don't think it will work. I apologize in advanced because the map I uploaded is much simpler version of the map I was working on. There are quite a few more entities in it and it's quite a bit bigger. I'm fairly sure this solution wouldn't work so well, keeping that in mind. I'll keep working on a solution and if you discover anything just post it up and I'll take a look at it. Thanks again.
Commented 9 years ago2015-05-30 16:41:42 UTC
in wiki page: Tutorial: WaterComment #100658
I have a question. I'm trying to make a map that floods from the start of each CS 1.6 round to the end. When the round restarts I want the process to restart. I can get it to slowly flood at the beginning of the round however, it will only go down slowly during the second round and so on. Is there a way to reset this entity to a point of origin every round? Or maybe use a different entity or something? Any ideas are appreciated.