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03-13-2012, 05:02 PM | #1 |
WhenGasGrenWillBack?
Join Date: Mar 2009
Location: Maryland
Class/Position: Sniper, Spy Gametype: Spy Deathmatch Posts Rated Helpful 3 Times
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some mapping questions
As some of you know, I've been doing a lot of work in Hammer lately and I need some help with these little "problems".
First off, grenades in spawn. I am assuming that its part of the LUA that doesnt allow grenades to go off in the spawn rooms? I really want to implement that into my map i'm working on. (I also think it should be like that in EVERY map) Second, spawn rooms that have a "force-field" or lasers that kill the other teams player. Do I HAVE to use something like lasers or could I implement both a door AND a brush/trigger/whatever that kills the other teams players when they walk through an open spawn door? (the door will still only open for that specific team. this would be a fail safe for those pesky spies who like to creep in when i'm leaving spawn... lopestyler, I am talking about you...) Lastly, I was tinkering with the idea of a hybrid gamestyle. Think CTF with Command Points. The flags will be in the bases, but depending what points you control determines where you spawn on the battlefield. Obviously controlling more control points gives your team an advantage, spawning you close to the enemy base thus making it easier for you to get their flag. Phew.... long-winded post. tl dr: help me. |
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03-13-2012, 07:50 PM | #2 |
Kawaii! ルーキー
Lua Team
Wiki Team Fortress Forever Staff Join Date: Jan 2008
Location: Nowhere, Kansas
Class/Position: Random Gametype: CTF Affiliations: BiG, Kawaii!, MustacheBrigade, GoodFellas Posts Rated Helpful 82 Times
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No grenades in spawn is a brush entity. Trigger_ff_script with the name "no_grens" you can also use "spawn_protection" which will block grenades, infection, and prevent building. Make sure to include base_teamplay in your lua.
For spawn killing doors you can do that by using a trigger_hurt and lua that detects the team. Here is some lua from aardvark for an example. Good luck. Code:
----------------------------------------------------------------------------- -- aardvark lasers and respawn shields ----------------------------------------------------------------------------- KILL_KILL_KILL = trigger_ff_script:new({ team = Team.kUnassigned }) lasers_KILL_KILL_KILL = trigger_ff_script:new({ team = Team.kUnassigned }) function KILL_KILL_KILL:allowed( activator ) local player = CastToPlayer( activator ) if player then if player:GetTeamId() == self.team then return EVENT_ALLOWED end end return EVENT_DISALLOWED end function lasers_KILL_KILL_KILL:allowed( activator ) local player = CastToPlayer( activator ) if player then if player:GetTeamId() == self.team then if self.team == Team.kBlue then if redsecstatus == 1 then return EVENT_ALLOWED end end if self.team == Team.kRed then if bluesecstatus == 1 then return EVENT_ALLOWED end end end end return EVENT_DISALLOWED end blue_slayer = KILL_KILL_KILL:new({ team = Team.kBlue }) red_slayer = KILL_KILL_KILL:new({ team = Team.kRed }) sec_blue_slayer = lasers_KILL_KILL_KILL:new({ team = Team.kBlue }) sec_red_slayer = lasers_KILL_KILL_KILL:new({ team = Team.kRed })
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03-14-2012, 02:46 PM | #3 |
WhenGasGrenWillBack?
Join Date: Mar 2009
Location: Maryland
Class/Position: Sniper, Spy Gametype: Spy Deathmatch Posts Rated Helpful 3 Times
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thank you R00Ki3. Since I am new at all this, every bit helps. Esp when it comes to the LUA or brush entities and scripts.
The last part of my first post, would that even be possible to do something like that via the LUA? Mixing 2 game types together? Also, if i can't learn everything i need to do with the LUA, would there be someone willing to do it for me or help with the majority of it? like a collaboration or something maybe. |
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03-14-2012, 07:44 PM | #4 |
Gets tickled by FF
Fortress Forever Staff
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW Gametype: Any/CTF Posts Rated Helpful 41 Times
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Yes it's possible. But that's about as much as I can help as I suck at LUA.
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03-14-2012, 07:48 PM | #5 |
UI Designer
Front-End Developer Fortress Forever Staff
Join Date: May 2008
Location: Winter Park, FL
Class/Position: D Eng Gametype: CTF 9v9 Affiliations: .gr , smr Posts Rated Helpful 46 Times
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Yea it's possible. I wish Pon was still around, he'd be able to do it.
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03-15-2012, 12:38 AM | #6 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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Base_teamplay already handles grabbing and capturing flags. You can do a lot just by including base_teamplay and modifying it to do what you need to do. If you look at the documentation for info_ff_script, it has a list of callbacks, which are game events you can tap into and insert your own custom behavior.
Controlling spawn points is easy. They have a callback called validspawn. If it returns true, a player can spawn there. You can do any kind of logic and turn a group of spawns on or off. |
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03-19-2012, 01:21 AM | #7 |
WhenGasGrenWillBack?
Join Date: Mar 2009
Location: Maryland
Class/Position: Sniper, Spy Gametype: Spy Deathmatch Posts Rated Helpful 3 Times
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ok... need some more assistance. Im working with displacements right now and im not sure exactly how to accomplish what i want to do.
I made a mountain side and decided to run a tunnel through it. how would i go about making the displacements "wrap" around the tunnel? would i just create a bunch of small ones around or is there a way to cut them? also, can you make a 45 degree angle on a displacement (like a triangle) ?? PIC RELATED |
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