How to make that crazy thing under the r Created 16 years ago2008-10-25 07:07:49 UTC by FiK FiK

Created 16 years ago2008-10-25 07:07:49 UTC by FiK FiK

Posted 16 years ago2008-10-25 07:09:14 UTC Post #257605
Hi.
Anyone know how to make that thing, who will show where are you (in text) under the radar? Like in CS:CZ, but i saw that in 1.6.

Some ppls says that there is plug-in to VHE :x

I mean this:
User posted image
Posted 16 years ago2008-10-25 07:11:23 UTC Post #257606
Read the news lately?

Im guessing it works the same as in source.

http://www.twhl.co.za/tutorial.php?id=158

Search for tutorials before posting.
Madcow MadcowSpy zappin my udder
Posted 16 years ago2008-10-25 07:28:51 UTC Post #257607
I saw that tutorial, but it still not that :<
We'r talking about GoldSrc :(
Posted 16 years ago2008-10-25 08:27:23 UTC Post #257608
Yeah, have you checked if it's the same?
After all, the CSS bot is basically the same as the CZ one, it's just a bit improved.
I believe they use the same code or whatever, and should therefore also use the same commands ingame.
Madcow MadcowSpy zappin my udder
Posted 16 years ago2008-10-25 09:06:42 UTC Post #257609
I believe you can do that with game_texts and trigger_multiples .
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-10-25 09:17:09 UTC Post #257610
striker you fail. first of all there isnt a channel right under the radar. second of all its not possible to make game_texts that small. third, the location under the radar never disapears, unlike game_texts and it is not triggered, unlike game texts.

edit: moocow im sure its different in cs1.6... i dont even think theres a nav comand in cs1.6.
Skals SkalsLevel Designer
Posted 16 years ago2008-10-25 09:20:38 UTC Post #257611
irst of all there isnt a channel right under the radar.
You manually specify the text location .
third, the location under the radar never disapears, unlike game_texts and it is not triggered, unlike game texts.
It was just a suggestion .

Behave yourself and stop using the fail word . You're not einstein.
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-10-25 09:32:06 UTC Post #257612
but it looks like i do know more about mapping than you do my friend.
Skals SkalsLevel Designer
Posted 16 years ago2008-10-25 09:37:09 UTC Post #257613
Stop using the friend word too, you don't have any.

Sorry FiK I was very tired and didn't realize that it was for 1.6
It COULD be a server addon, but that'd only work with maps which are compatible with that mod.
For example you might need additional entities (which might be the reason people told you that you need a VHE addon, when they infact were referring to a custom version of the CS 1.6 fgd)
Where did you see this?
Madcow MadcowSpy zappin my udder
Posted 16 years ago2008-10-25 09:37:33 UTC Post #257614
but it looks like i do know more about mapping than you do my friend.
Your reputation is getting worse if you are too proud of yourself .
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-10-25 09:46:48 UTC Post #257615
the location under the radar never disapears, unlike game_texts
Well guess what, you can trigger a game_text more than once! Amazing, is it not?
Oskar Potatis Oskar Potatis🦔
Posted 16 years ago2008-10-25 09:52:19 UTC Post #257616
Now I'm not so pro when it comes to CS 1.6 BUT doesn't a game_text appear for all clients, and not just the one triggering it?
Or does it work differently in CS?
Madcow MadcowSpy zappin my udder
Posted 16 years ago2008-10-25 09:57:57 UTC Post #257617
There is an " All Players" flag if you want it to appear to all players . So yes , it only appears to the one that triggered it .
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-10-25 21:26:32 UTC Post #257648
Alright I have made a map where you can see your location just like in CS: CZ.
I'm uploading it in the map vault. Wait just a minute.

Edit: TADA!
Skals you fail.
Oskar Potatis Oskar Potatis🦔
Posted 16 years ago2008-10-26 00:10:08 UTC Post #257665
but... there is another thing :D

when you use say_team or radio, there is:
Nickname (Radio) (T Spawn): Fire in the hole!
Nickname (Terrorist) (Side): drop that bomb~
or sth like that :f
Posted 16 years ago2008-10-26 00:19:24 UTC Post #257667
Something like that requires coding/scripting.
Tell me, are you a mapper or do you host a server?
Oskar Potatis Oskar Potatis🦔
Posted 16 years ago2008-10-28 09:38:23 UTC Post #257806
I do all (maps, amxx plug-ins etc...)
I'm from HLDS.pl, Counter-Strike.PL (editor in chief), and also hl.mapping.pl user.

And on our forum someone give this screenshot from CS 1.6... I know that is in CS:CZ, but I saw also this in 1.6 when I was on one of biggest LAN tournament in PL... This was only in pressroom, and I don't take a map to decompile and check it, so :F
Posted 16 years ago2008-10-28 16:26:15 UTC Post #257818
Its definitely not a mapping change. Sounds like something you could do with AMX(X) though.
Daubster DaubsterVault Dweller
Posted 15 years ago2008-12-08 16:11:08 UTC Post #259594
that's not a plug-in in VHE, 'coz I've seen people using that on dust2 and some other maps, and nobody would use VHE just to put a thing written below the radar..
I've made a map with that, but I used a lot of game_texts and a lot of trigger_multiple... But that isn't thaaat beautiful...
It's something modified in CS, not in VHE...
I've seen that before
Posted 15 years ago2008-12-19 12:48:50 UTC Post #260280
but I always get this on the maps like de_dust2, de_aztec or de_inferno even if I play a solo game with bots and I don't use any server commands...
Posted 15 years ago2008-12-27 10:59:55 UTC Post #260595
ok, I did some research and found this. I've already experimented with it, looks like it could work but I don't know how to set a name (I mean I can use the command e.g. bot_nav_use_place DoubleDoors and it says DoubleDoors used for the current place but it doesn't do it.)... Otherwise it's quite similar to source's:
NAVIGATION MESH EDITING

Each of the following bot_nav_ commands operate on the navigation mesh, allowing hand-tuning of the automatically learned data. It is recommended that these commands be bound to keys for ease of use while editing.
CAUTION: There is no "undo" operation. Save your navigation mesh often.

bot_nav_mark
Marks the currently selected nav area for later operations.

bot_goto_mark
Causes one bot in the map to move to the center of the currently marked area. This is useful for testing the walkability of specific portions of the navigation mesh.

bot_nav_delete
Deletes the currently selected nav area.

bot_nav_split
Splits the currently selected nav area into two new nav areas, along the white split line.

bot_nav_merge
Merges the currently selected nav area and a previously marked nav area into a new, single nav area. The merge will only occur if the two areas are the same size along the merge line.

bot_nav_connect
Creates a ONE WAY link from the currently marked area to the currently selected area, telling the bots they can walk FROM the marked area TO the selected area. For most areas, you will want to connect the areas in both directions. However, for some "jump down" areas, the bots can move one way, but cannot get back the other.

bot_nav_disconnect
Disconnects ALL connections from the currently marked area to the currently selected area.

bot_nav_begin_area
bot_nav_end_area
These two commands allow the creation of new nav areas. "bot_nav_begin_area" marks one corner of the area. "bot_nav_end_area" marks the opposite corner of the area and creates it. To cancel the operation, issue a "bot_nav_begin_area" command again.

bot_nav_splice
Creates a new nav area between the currently marked area and the currently selected area, and bidirectionally connects the new area. This command is especially useful for creating sloped nav areas.

bot_nav_crouch
Flags the currently selected area as "crouch", requiring bots to crouch (duck) to move through it.

bot_nav_jump
Flags the currently selected area as "jump". This is a hint to the bots that they should jump to traverse this area.

bot_nav_edit [0,1]
Setting this cvar to 1 allows hand-tuning of the bot's navigation mesh. Once edit mode has been activated, the bot_nav_* commands can be used.

bot_nav_zdraw <height value>
This value determines how high above the ground to draw the "nav mesh" when in nav edit mode. If the terrain is very irregular or highly sloped, it can be useful to increase this value to 10 or 15. The default value is 4.

bot_quicksave [0,1]
If nonzero, the analysis phase of map learning will be skipped. This is useful when iteratively hand-tuning nav files. Note that withough this analysis, the bots will not look around the world properly.

NAVIGATION MESH PROCESSING

bot_nav_analyze
Analyze the navigation mesh to determine Approach Points and Encounter Spots. This may take several minutes based on the size and complexity of the map.
NOTE: This command requires one bot to be in the game. The recommended procedure is to save the mesh, add a bot, and quickly enter bot_analyze.

bot_nav_save
Saves the current navigation mesh to disk. The navigation mesh ("nav" file) is automatically named to correspond to the current map file. For instance, if the map is de_dust.bsp, the nav file will be de_dust.nav.

bot_nav_load
Clears the current navigation mesh, and loads it from disk.

DEBUGGING

bot_walk [0,1]
Force all bots to walk (disallow running).

bot_stop [0,1]
If nonzero, all bots will stop moving and responding.

bot_show_nav [0,1]
If nonzero, the nav mesh near each bot is drawn.

bot_show_danger [0,1]
If nonzero, the "danger" in each nav area is draw as a vertical line. Blue lines represent danger for CTs, and red lines are danger for Ts.

bot_traceview <value>
Used for internal debugging of bot navigation.

bot_debug <value>
Used for internal debugging of bot behavior.
Posted 15 years ago2008-12-27 19:05:13 UTC Post #260660
W00T I got it to work! It took way more time than it would have if I had read the whole source guide though (I didn't use the toggle_mode_painting).
So madcow actually wins. It is exactly like sources only that you have to put the bot_ prefix before each nav command.
But one thing I don't know is how you set certain commands to keys. Because doing it like I did is a real pain in the ass (manually typing/going up in the list of previous commands). It would be much simpler if you could at least set the toggle_mode_painting 0 and 1 and maybe some of the more commonly used places with the use_place command to certain keys. Does anyone know how to do that?
Posted 15 years ago2008-12-27 19:09:44 UTC Post #260661
in console:
bind "key" "command"
e.g
bind "mouse1" "say bang! bang!"
Archie ArchieGoodbye Moonmen
Posted 15 years ago2008-12-27 19:27:31 UTC Post #260663
Ah thanks.
Now the area naming should get a lot less pain-in-the-assy.

oh and btw thanks for the guide as well (you did make it didn't you?).
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