The only differences between Hammer 3.4 and SC Hammer are the increased grid size and a few bug fixes, no features were added.
Any map editor will do.
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Doesn't Jedi Academy have meshes that behave more like models than brushes? I recall reading tutorials about those.
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Are you using NULL on the trigger brushes?
If this is for your mod, you can just code an entity that does this for you:
class CTriggerKillMonsters : public CBaseEntity
{
public:
void Spawn();
void EXPORT KillUse( CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value );
};
LINK_ENTITY_TO_CLASS( trigger_killmonsters, CTriggerKillMonsters );
void CTriggerKillMonsters::Spawn()
{
SetUse( &CTriggerKillMonsters::KillUse );
}
void CTriggerKillMonsters::KillUse( CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value )
{
edict_t* pEdict = g_engfuncs.pfnPEntityOfEntIndex( gpGlobals->maxclients + 1 );
CBaseEntity* pEnt;
for( int i = gpGlobals->maxclients + 1; i < gpGlobals->maxEntities; ++i, ++pEdict )
{
pEnt = Instance( pEdict );
if( !pEnt || !pEnt->MyMonsterPointer() )
continue;
UTIL_Remove( pEnt );
}
}
(untested)
pEdict points at the first entity that is not the world or a player (who count as monsters too as indicated by MyMonsterPointer(), and is incremented every iteration to move to the next entity in the list.
The loop iterates over all possible entities (could take a while if your num_edicts is high). Every entity that is a monster is then removed, just as if they were killtargeted.
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Making a Renegade style map?
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There is an entity called "info_doddetect" that has 2 keyvalues that affect this:
"detect_allies_respawnfactor": Multiplier for Allies respawn time.
"detect_axis_respawnfactor": Multiplier for Axis respawn time.
The respawn time is determined by the number of players on the team:
[quote]
result = 6.0;
if ( playersOnTeam > 2 )
{
result = 8.0;
if ( playersOnTeam > 5 )
{
result = 10.0;
if ( playersOnTeam > 7 )
{
result = 11.0;
if ( playersOnTeam > 9 )
{
result = 12.0;
if ( playersOnTeam > 11 )
{
result = 13.0;
if ( playersOnTeam > 13 )
result = 14.0;
}
}
}
}
}
[/quote]
The time is then multiplied by the factor to get the final time: result = result * respawnFactor.
See this page for more information about this entity:
http://www.dodplugins.net/forums/cmps_index.php?page=verc&ent=info_doddetect&game=dod
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Despite the fact that i don't play Andromeda i think the faces are avatar worthy
The Osprey is set to remove itself if it fails to find any grunts (regular)/male assassins (blackops) to resupply. Place one of each to prevent this.
You should also set a path for them to follow. It isn't absolutely necessary to keep them in the world, but it is necessary for them to work properly.
Don't forget to turn on the flashlight, that's a major cause of FPS drops.
AMD users beg to differ. It's a driver issue, not an implementation issue, but you have to switch to shaders to bypass the problems.
Once you add refractive water and normal maps, etc, all of a sudden you've just got a horrible mismatch of style and it looks awful.
Nobody's saying we should do that. For some reason, every time i talk about dealing with OpenGL performance issues people think i'm talking about refractions, reflections, bump mapping, HDR, etc, when all i mean is to eliminate the performance issues caused by immediate mode and poorly written graphics code.
Take a look at this:
This is rendering a map using shaders, yet it looks the same as in-game. That's because the shaders are identical to the immediate mode version.
A well designed implementation will have the capacity to have those fancy effects, but that is not what i intend, and i doubt anyone else would force it on others.
If you don't want to make maps that use newer features, you don't have to. If you want to play only mods that use the original engine that's your choice.
Why restrict people from doing what they want just because you don't feel like doing it yourself?
You should use VHLT, you're currently using the original compile tools that came with Hammer.
They actually added a face mask that looks a lot like the HECU gas mask:
That'll never work because you'd need the engine to implement support for it.
Last time i looked into the compiler code i saw a lot of platform specific code using ancient APIs. You can redesign them from scratch more quickly than updating them.
I remember when i first started mapping in Source and it took 30 minutes to compile the map. That was bad enough, but 15 days? How complex is this map?
I think a multisource should work here.
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