info_player_start Created 19 years ago2004-06-20 01:29:40 UTC by Propaganda Propaganda

Created 19 years ago2004-06-20 01:29:40 UTC by Propaganda Propaganda

Posted 19 years ago2004-06-20 01:29:40 UTC Post #34939
I have a weird problem. I am starting to make dod maps and in all the tutorials those who say to test it you need an info_player_start entity. Funny thing is I do not have that in my entity list. I am using the latest version of hammer. When I go to test my map I can select a side but I don't spawn as anything. I put in info-initial_player_allies and info_initial_player_axis but I still can't spawn?? Any ideas on this?
Posted 19 years ago2004-06-20 02:20:38 UTC Post #34942
I don't think you can spawn in multiplayer when you're on your own. Enter "map yourmapname" in the console before launching your LAN or Internet game instead.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-06-20 02:21:58 UTC Post #34943
Yes you can spawn in MP alone. I still have the problem of no info_player_start.
Posted 19 years ago2004-06-20 03:46:02 UTC Post #34964
bad fgd?
Posted 19 years ago2004-06-20 04:00:53 UTC Post #34968
If you still want an info_player_start, try this:

1. Copy an info_player_allies or _axis.
2. Turn off SmartEdit
3. Change the name of the copy to info_player_start by just typing it in the box

4. That should work
5. If it still doesn't - as Raizner suggested - bad FGD?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-06-20 14:15:22 UTC Post #35048
I used the fgd that came with hammer, is there a more recent or vetter version?
Posted 19 years ago2004-06-20 14:25:45 UTC Post #35050
probably.
Posted 19 years ago2004-06-20 16:48:17 UTC Post #35091
When you enter the right name of the entity manually, it doesn't matter what fgd you have as the game code does recognizes the entity. It's only more difficult without the right fgd...
Posted 19 years ago2004-06-20 17:52:22 UTC Post #35102
Ok I got a different fgd and walla!!! there it was, info_player_start. Now I am having an issue putting static models in. I find if I configure hammer to use steamapps folder it doesn't compile properly, so I set it to the older half life based folder and moved all my models there, I suppose it's a path issue. Then I compile and move the bsp to the steamapps dod and I preview it there. Anyway I select an entity to put a static tank in the map, I browse to my tank and insert it and can see it in the map, but it has no geometry and if I run over it I can pick it up as an object. Anyway, what entity do I use for static models to make them solid and non usable. I was using dod_object and I tried env_model and set the property to solid but I still can run through it. Any ideas?
Posted 19 years ago2004-06-21 01:50:19 UTC Post #35136
I'd use env_model to ensure you can't pick it up! Then put a brush textured with "CLIP" over the whole model. Clip brushes stop players, but not bullets or monsters. For DoD, you then need to make a lot of specially-textured things for particle effects (sparks, etc) and to stop the bullets.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-06-21 09:51:35 UTC Post #35188
perhaps. the entity you use to place models is: cycler (to view the model in hammer), then you change it to a cycler_sprite (copy the model pathname to the cycler_sprite's sprite line; ie: models/tank.mdl)

and yes. you need to clip it, models are naturally illusionary. an invisible func_wall might be an idea. or try some things yourself, anyway gl
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