Credit text on connect: How? Created 17 years ago2007-01-14 22:32:13 UTC by Skeetz Skeetz

Created 17 years ago2007-01-14 22:32:13 UTC by Skeetz Skeetz

Posted 17 years ago2007-01-14 22:32:13 UTC Post #209621
Hey, you know the text that's displayed when you connect to a server that says who made the map and stuff, the setting, and people who contributed etc. Well, how do you make them show up when you connect? I looked in the entity glossary, and the stuff for displaying messages only seems to be for displaying stuff in game. Can anyone help me out? It would be greatly appreciated.
Posted 17 years ago2007-01-14 22:36:31 UTC Post #209622
just include a text file <mapname>.txt with the text you want in the maps directory.
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-01-14 22:37:09 UTC Post #209623
Posted 17 years ago2007-01-14 22:51:08 UTC Post #209624
For others to se it you need a res file. Res files are required for all custom content that go with maps (with the exception of sprites and models, which are downloaded automatically).
Make a text document and rename it <mapname>.res then open it and type the path to the readme, which will probably be something like this:
maps/dm_mapname.txt
sound/ambience/zomageh.wav
Stuff like that.
Posted 17 years ago2007-01-14 23:05:22 UTC Post #209626
Thanks! Is the res file needed for custom skyboxes, and/ or custom wads?

Edit: Ah, apparently it is.

Also, even if a map has a .res file, isn't a still a good idea to BSPZip all the resources into the maps BSP?

I just need to know this stuff for when the time comes.
Posted 17 years ago2007-01-14 23:19:31 UTC Post #209627
Well you can only include textures in maps, everything else has to be downloaded independantly.
Posted 17 years ago2007-01-14 23:29:00 UTC Post #209628
Just curious, that means only the .wad file, right? No Skybox textures?
Posted 17 years ago2007-01-15 06:12:53 UTC Post #209649
Place a game_text and fill in its properties.
Name it "game_playerjoin".

As soon as a player joins the game, all entities named "game_playerjoin" are triggered. For best results, use an multimanager or trigger_relay to trigger the game_text a little later (delay before trigger), so that the joining player is able to see the message after he fully entered the server. Try this entity setup (i would prefer a trigger_relay in this case):

trigger_relay
Name: game_playerjoin
Target: player_join_txt
Delay before trigger: your choice, but i would choose 4 or 5.

game_text
Name: player_join_txt
Other properties are up to you.

There are many more of these special entity names, such as:

game_playerdie - all entities named that are triggered when a player dies
game_playerkill - ...when a player is killed
game_playerjoin - ...when a player has joined the game
game_playerspawn - ...when a player spawns (respawn i think)
game_playerleave - ...when a player leaves the server
Posted 17 years ago2007-01-15 09:20:10 UTC Post #209659
Posted 17 years ago2007-01-15 13:10:44 UTC Post #209665
I never knew about those. That's pretty cool.
Posted 17 years ago2007-01-15 14:07:27 UTC Post #209668
Posted 17 years ago2007-01-15 14:24:34 UTC Post #209670
Please tell me that hasn't always been there because if it has I'm going to slap myself.
Posted 17 years ago2007-01-15 14:36:52 UTC Post #209671
*Hands WCD a rubber glove.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-01-15 16:40:09 UTC Post #209678
[q]Please tell me that hasn't always been there because if it has I'm going to slap myself.[/q]

Its there since i joined TWHL. So... :P
You must be logged in to post a response.