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Forum: Mapping 11-04-2007, 03:53 AM
Replies: 12
Views: 2,664
Posted By AltPluzF4
Have you looked into env_effectscript ? ...

Have you looked into env_effectscript ?
http://developer.valvesoftware.com/wiki/Env_effectscript
Play around with it, and you might get the effect you want :D
Forum: Mapping 11-03-2007, 03:43 AM
Replies: 9
Views: 2,006
Posted By AltPluzF4
Ah yeah... I didn't think it was right when I put...

Ah yeah... I didn't think it was right when I put it... but I didn't want to pause writing my post just to look it up ;D
Sorry about that, but yeah... lol
Forum: Mapping 11-03-2007, 01:50 AM
Replies: 9
Views: 2,006
Posted By AltPluzF4
Well, I've used something similar for a test to...

Well, I've used something similar for a test to +use physics objects (to carry them. worked fine except I had no way of detecting collisions lol)

Anyway, one thing you could do, is cover an area...
Forum: Mapping 11-01-2007, 04:33 AM
Replies: 5
Views: 1,684
Posted By AltPluzF4
Quad works fine, but yeah.... it is way too much...

Quad works fine, but yeah.... it is way too much lol.
The Get/Set DamageForce works on a vector, and it doesn't seem like we are able to use the addition / multiplication operators on vectors via...
Forum: Mapping 10-23-2007, 01:12 AM
Replies: 19
Views: 4,263
Posted By AltPluzF4
I haven't really messed with hurts, other than...

I haven't really messed with hurts, other than ff_murderball_nyro... There, the hurt was at maximum damage, so it was a instant kill.

Uh, what I remember from TFC though, was on trigger_hurts you...
Forum: Mapping 10-23-2007, 12:06 AM
Replies: 19
Views: 4,263
Posted By AltPluzF4
Hey, just got back from a weekend away and read...

Hey, just got back from a weekend away and read your message. Uh, I guess you could set a global "owner" for the hurts, default to nil, and on button press set the activator as the owner until the...
Forum: Mapping 10-18-2007, 03:15 PM
Replies: 19
Views: 4,263
Posted By AltPluzF4
EVENT_DISALLOWED and EVENT_ALLOWED are just...

EVENT_DISALLOWED and EVENT_ALLOWED are just aliases for false and true, respectivly.
He has "return player:GetTeamId() == self.team" which will return true (EVENT_ALLOWED) if their team is the...
Forum: Mapping 10-16-2007, 06:25 AM
Replies: 0
Views: 2,013
Posted By AltPluzF4
+use physics

Well, here's the best I can do with LUA + Hammer:

http://www.youtube.com/watch?v=f9iwdmDV2NY

And it seems to be way more trouble than it's worth.
Could the Devs PLEASE add an option for maps...
Forum: Mapping 10-16-2007, 06:20 AM
Replies: 11
Views: 2,204
Posted By AltPluzF4
Sorry, I read it twice, and still don't see...

Sorry, I read it twice, and still don't see anywhere where it references:
self.team
To compare where you have team = Team.kRed
If it's not even checking the team, this should be working for all...
Forum: Mapping 10-16-2007, 05:53 AM
Replies: 11
Views: 2,204
Posted By AltPluzF4
Can you post more of the lua for your cap points,...

Can you post more of the lua for your cap points, so I can see what you're doing?
Forum: Mapping 10-14-2007, 10:47 AM
Replies: 10
Views: 2,174
Posted By AltPluzF4
I'm confused, what do you mean by that? "changing...

I'm confused, what do you mean by that? "changing name will result in loosing the data" ? If you mean, the player changing their name, no that doesn't happen. Because when it checks the name, it's...
Forum: Mapping 10-13-2007, 09:42 PM
Replies: 10
Views: 2,174
Posted By AltPluzF4
Well, I wrote that part before actually seeing...

Well, I wrote that part before actually seeing the GetSteamID command, and previously tried GetSteamId, which failed due to the capitalized D. Either way, it's storing the player pointer, so when it...
Forum: Mapping 10-12-2007, 09:48 PM
Replies: 10
Views: 2,174
Posted By AltPluzF4
Because, I prefer to store players in order, that...

Because, I prefer to store players in order, that way you aren't limited by the ID. So, if they leave, you can save info for them until they return. (Have a timer, say 5 minutes? remove them if they...
Forum: Mapping 10-11-2007, 02:14 AM
Replies: 10
Views: 2,174
Posted By AltPluzF4
Well, if you were to use a trigger_multiple and...

Well, if you were to use a trigger_multiple and name it something, have that open a door on touch, and close on leave. Then, in lua, using the damage example I gave, have the trigger for the door...
Forum: Lua 10-07-2007, 06:03 PM
Replies: 16
Views: 5,372
Posted By AltPluzF4
Slight difference... If you notice my previous...

Slight difference... If you notice my previous post, this is the same entity block, from the bsp.


{
"model" "*1"
"targetname" "spawn_special"
"origin" "404 136 -95.5"
"spawnflags" "1"...
Forum: Lua 10-06-2007, 09:09 PM
Replies: 16
Views: 5,372
Posted By AltPluzF4
The VMF is in a simple format. For entities it...

The VMF is in a simple format. For entities it basically lists them as such:

entity
{
"id" "88"
"classname" "trigger_ff_script"
"spawnflags" "1"
"origin" "404 136 -95.5"
"targetname"...
Forum: Lua 10-05-2007, 10:08 PM
Replies: 16
Views: 5,372
Posted By AltPluzF4
Well, it will help with 2 main things: 1.)...

Well, it will help with 2 main things:
1.) Color code, so it's easier to read, thus making it easier to understand.
2.) Code completion helps limit the chance of a typo, thus making it easier to...
Forum: Lua 10-04-2007, 10:57 PM
Replies: 16
Views: 5,372
Posted By AltPluzF4
Great, I've been wanting something like this....

Great, I've been wanting something like this. Currently I have syntax highlighting in UltraEdit, but it'd be nice to have functions and class objects easy to find without having to look up the LUA...
Forum: Maps 10-04-2007, 03:56 PM
Replies: 45
Views: 10,761
Posted By AltPluzF4
That's not true... It's easy to survive a...

That's not true... It's easy to survive a disconnect by storing their steam id. The problem is, you probably don't want to save that information but for a certain amount of time, in case the map...
Forum: Mapping 10-03-2007, 08:34 PM
Replies: 8
Views: 1,870
Posted By AltPluzF4
I tried modifying de_cpl_mill for CSS so that...

I tried modifying de_cpl_mill for CSS so that people couldn't use the lame easter egg on the server. Yet, it wouldn't let clients connect due to difference in map.
I think there will be no more...
Forum: Mapping 10-02-2007, 09:00 AM
Replies: 11
Views: 2,722
Posted By AltPluzF4
Yeah, pretty much.

Yeah, pretty much.
Forum: Mapping 10-02-2007, 03:14 AM
Replies: 1
Views: 1,398
Posted By AltPluzF4
Checkout the Output tab on the entity properties....

Checkout the Output tab on the entity properties. You can set events for any entity with a delay. Should be easy enough to understand once you look at it :D

If not, just post back.
Forum: Mapping 10-01-2007, 06:17 PM
Replies: 11
Views: 2,722
Posted By AltPluzF4
Funny, someone (I think CowNaetion?) had me write...

Funny, someone (I think CowNaetion?) had me write this up for him.
Here's an example map, that lets you set a default spawn, and a special spawn (or more if you choose) and you spawn accordingly.
...
Forum: Mapping 09-30-2007, 10:48 PM
Replies: 9
Views: 2,156
Posted By AltPluzF4
<3 Make them, then when the patch is out, you can...

<3 Make them, then when the patch is out, you can add the lua snippet and test / adjust the jumps.
It's not like quadrocket_adam was ever meant to be easy, now was it? ;D
Forum: Mapping 09-29-2007, 02:08 AM
Replies: 9
Views: 2,156
Posted By AltPluzF4
...and that's why we love Mulchman!

...and that's why we love Mulchman!
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