A couple of questions Created 15 years ago2008-12-21 09:58:51 UTC by Frozen Storm Frozen Storm

Created 15 years ago2008-12-21 09:58:51 UTC by Frozen Storm Frozen Storm

Posted 15 years ago2008-12-21 09:58:51 UTC Post #260386
1) (CS) Is it possible to somehow create an entity combination that would make it so that when all the hostages are rescued, an entity is triggered?

2) Is it possible to define how far a func_door will move? Or do you have to use a func_train for that?

3) (CS) Yesterday I played a TDM (team deathmatch) game on a cs server so now I want to know: Was that a server setting or a map setting (I mean, cs is usually search and destroy or something).

4) I've seen many comments about nulling the faces that you can't see but I can't find the null texture anywhere. All I can find is info_null and that's a point entity that is (or at least the entity guide on this site says so) a spotlight target...

5) Which direction will a player face (info_start_player) if you don't change it?
Also to change it do I change the angle or the pitch yaw roll?
Posted 15 years ago2008-12-21 10:21:56 UTC Post #260387
1) Not really possible as far as I know. You could experiment with a trigger, which has its flags set to Monsters-only though.

2) The lip value of the door determines how far it travels. Experiment with it.

3) Most probably a server plugin.

4) zhlt.wad has the NULL texture, though you can use any kind of image in any kind of .wad file as long as its named NULL.

5) Open up the entity properties of your info_player_start. The top compass (top right) defines the direction which the player will face when spawned. The direction the compass is pointing at is equivalent to the same direction in Hammer's Top perspective window.
Daubster DaubsterVault Dweller
Posted 15 years ago2008-12-21 10:30:52 UTC Post #260388
2. The "Lip"-value in func_door controls how far the door moves. '0' is default and means it travels its own full length in a direction. A higher positive value will make the door travel shorter and a negative value will make it travel farther than its own length.

4. It's in zhlt.wad, you usually get that wad together with the ZHLT compiling tools, place the wad in your cstrike-folder then add it in Hammer.

5. By default the player will face "east" in the "top (x/y)"-view. Change the Yaw-vaule to make them face another direction.
Posted 15 years ago2008-12-21 11:55:26 UTC Post #260392
1) hmm... are hostages considered monsters? If they are, then I know how I'd do it. Guess I'll try it out when I have time.
2) thanks.
3) ok, I'll try to google it then.
4) wow, I was sure I had zhlt.wad included in my custom wad :o Is it possible to add a wad file to an already existing wad file in Wally? Or do I have to make a completely new wad?
5) thanks.
Posted 15 years ago2008-12-21 12:13:17 UTC Post #260393
4.In Wally: "Wizard" ---> "WAD Merge"
Posted 15 years ago2008-12-21 12:14:36 UTC Post #260394
4) Yes, but that would make it a custom wad file and you'll have to included it into the BSP, if you're ever plan to release your map to public.
Posted 15 years ago2008-12-21 12:18:36 UTC Post #260396
4) you'd have to add each texture to your custom wad indivudially, but you don't need a new wad or anything.
EDIT: Beaten to the chase with a better answer... :pwned:
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2008-12-21 12:20:40 UTC Post #260397
1) hmm... are hostages considered monsters? If they are, then I know how I'd do it. Guess I'll try it out when I have time.
I'd say yes, unless CS has completely re-vamped the entity type class system. Afaik, CS hostages are based off HL scientists, making them NPCs or monsters, as HL calls them.

I'm not sure if monster-only trigger flags still exist in CS though. You may also have to use both the HL and CS FGDs at the same time to see it in-hammer.
Daubster DaubsterVault Dweller
Posted 15 years ago2008-12-21 17:14:42 UTC Post #260402
4) Yes, but that would make it a custom wad file and you'll have to included it into the BSP, if you're ever plan to release your map to public.
eh, I'll have to do this anyway, since I already have a custom wad (otherwise I'd be using more than 8 different wads)...
I'd say yes, unless CS has completely re-vamped the entity type class system. Afaik, CS hostages are based off HL scientists, making them NPCs or monsters, as HL calls them.

I'm not sure if monster-only trigger flags still exist in CS though. You may also have to use both the HL and CS FGDs at the same time to see it in-hammer.
ok, I'll try it out.
Posted 15 years ago2009-01-23 08:05:58 UTC Post #261882
3- Do you mean that the map had no hostages, bombs, etc. and was just the t's and ct's killin' each other? 'Cause if it was, you could replicate that by putting one hostage in a map that is inaccessible to anyone in any way (like sticking them in a box away from the rest of the level). The only problem with this is that when the time runs out, the terrorists would always win. (my knowledge of CS is limited, and may have some flaws)
Jessie JessieTrans Rights <3
Posted 15 years ago2009-01-23 10:42:01 UTC Post #261892
Do you mean that the map had no hostages, bombs, etc. and was just the t's and ct's killin' each other? 'Cause if it was, you could replicate that by putting one hostage in a map that is inaccessible to anyone in any way (like sticking them in a box away from the rest of the level). The only problem with this is that when the time runs out, the terrorists would always win. (my knowledge of CS is limited, and may have some flaws
If I wanted that, I could just include no hostages and no func_bomb_target.

I meant a team deathmatch game, which means it has no rounds, you respawn immediately after you die and the team score is equal to the sum of the kills of all the players of that team.
Posted 15 years ago2009-01-23 11:32:27 UTC Post #261893
I meant a team deathmatch game, which means it has no rounds, you respawn immediately after you die and the team score is equal to the sum of the kills of all the players of that team.
Map for HLDM then. HLDM supports teamplay gameplay that you want.
That type of gameplay is not programmed in CS.
Posted 15 years ago2009-01-23 13:03:13 UTC Post #261894
there are server plug-ins for it, and if you want to use CS guns, HLDM is no use.
Archie ArchieGoodbye Moonmen
Posted 15 years ago2009-01-24 22:06:55 UTC Post #261954
i find hldm is better anyway, cause you take a headshot or two in cs and you're dead. hldm gives you a chance to actually do something other than see who can aim faster.
Jessie JessieTrans Rights <3
Posted 15 years ago2009-01-25 15:55:43 UTC Post #261970
Is mapping much different than for cs?
Posted 15 years ago2009-01-25 16:21:21 UTC Post #261973
HLDM has a different ent set, and it's not usually team based, so, yes, a bit different.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-01-25 16:49:14 UTC Post #261976
Fundamentals are all the same. Only map goals/some entities differ.
Daubster DaubsterVault Dweller
Posted 15 years ago2009-01-26 17:46:50 UTC Post #262004
well maybe I'll try it out sometime. First I have to finish the map I'm working on... Which is taking way way way longer than I thought it would. And it will also be the first real map I've made for cs.
Posted 15 years ago2009-02-24 07:29:31 UTC Post #263194
I've seen many comments about nulling the faces that you can't see but I can't find the null texture anywhere
I read somewhere that NULL blocks VIS but I don't believe it! In the process of tring to reduce light patch usage on my latest level, I NULLed some faces which faced out into the void -- and from there back into another part of my level. It caused a VIS nightmare which made the level act horribly, and it took a week to figure out what was causing the problem!

In summary, NULL applied to brush entity faces = GOOD, NULL applied to world brushes > use with caution! :)
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