09-15-2007, 07:10 AM | #21 |
FF LOL
Join Date: Sep 2007
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Can you bspzip the lua file into the bsp like with other custom content?
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09-15-2007, 09:26 AM | #22 |
Join Date: May 2007
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Mr. Happy I think it zips with your sounds and bsp and stuff... OPPS! You mean inside the bsp. I thought you meant inside the mapname.zip sorry.
Last edited by Doughnut-4|4-; 09-16-2007 at 02:08 AM. |
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09-15-2007, 04:57 PM | #23 | |
Join Date: Mar 2007
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Quote:
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09-15-2007, 11:37 PM | #24 |
Beta than eva'
Join Date: Mar 2007
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Can you make a tut about dustbowl gametype setup?
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09-16-2007, 01:01 AM | #25 |
Community Mapper&Idiot
Join Date: Mar 2007
Location: Finland
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I dont know what the fuck is going on but my map doesnt compile.
Game executable from Build programs is blank, should it be? Nothing has been said to be put there. If it shouldnt be blank, what should I put there? Or is my hammur fucked again... |
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09-16-2007, 01:42 AM | #26 |
Join Date: Jul 2007
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Well, i downloaded the lastet version of hammer (3.4) and i get as far as trying to add the "fortressforever.fgd" and then hammer just freezes and stops responding. Im running vista 32 bit. Have try compatability mode at windows xp but that didnt help either.
Any Ideas?? or has someone come accross this issue before? Thx |
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09-16-2007, 01:55 AM | #27 |
Community Mapper&Idiot
Join Date: Mar 2007
Location: Finland
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I guess you downloaded the ~7 year old hammer for HL1 engine.
The new hammer goes by the name "SDK" that can be downloaded from steams tools panel. |
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09-16-2007, 02:15 AM | #28 |
Join Date: May 2007
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Build Programs
Your build programs should look something like this list:
Build Programs (tab) Configuration: FortressForever Game executable: $SteamUserDir\half-life 2 deathmatch\hl2.exe BSP executable: $SteamUserDir\sourcesdk\bin\vbsp.exe VIS executable: $SteamUserDir\sourcesdk\bin\vvis.exe RAD executable: $SteamUserDir\sourcesdk\bin\vrad.exe Place compiled maps... C:\Program Files\Steam\ steamapps\SourceMods\FortressForever\maps Last edited by Doughnut-4|4-; 09-16-2007 at 04:36 AM. |
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09-16-2007, 04:44 AM | #29 | |
Join Date: May 2007
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Great post by Imbrifer on LUAs teaching some basics. I wanted to add onto one of his points referring to Locations.
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09-16-2007, 07:14 AM | #30 |
Join Date: Mar 2007
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is it possible to save vars for each player? so if a player reaches a point i can set a var so that player can use a teleport to that point (for conc maps)
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09-16-2007, 08:57 AM | #31 | |
Join Date: Jul 2007
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Quote:
thx |
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09-16-2007, 09:10 AM | #32 | |
Join Date: May 2007
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Quote:
Another idea is to give everyone entering the map a "flag" so to speak and then you could use the flags to mark where the holders can and can't go immediately... This would be complex to do in TFC and I have no idea how you'd do it in Source. |
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09-16-2007, 01:57 PM | #33 |
Join Date: Mar 2007
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i don't know how they've implemented the lua, but judging on the idea that lua is a interpreted scripting language, i'd guess it whould be possible if one knew how to do it
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09-16-2007, 02:44 PM | #34 | |
Community Mapper&Idiot
Join Date: Mar 2007
Location: Finland
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Quote:
EDIT: Well fuck, I belive it thinks that it has compiled, because now that I looked the bsp that it made yesturday, it's the old version of my map. However if I name my map ff_barren2 it says that it can't find the bsp. Well how the fuck he could find it if the hammer didnt make the bsp from the vmf on the first place. I dont get it. Am I doing something wrong? EDIT2: It cant be my map either because I made small test map to troubleshoot, and it didnt compile it either, showed the same error. EDIT3: Also if I set the hammer to run it after compile, it first shows error message that it cant find the specified file and then when I click continue anyway it pops up a new one saying Launcher error Failed to load the launcher DLL: Määritettyä osaa ei löydy (Translation, specified part cannot be found.) EDIT 4: Nevermind, fixed. I refreshed the SDK content and reset the game confics and then picked all the directorys by hand instead of copy pastaing from here. Now ff_barren compiles. Last edited by Donny; 09-16-2007 at 04:00 PM. |
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09-16-2007, 05:01 PM | #35 |
Join Date: May 2007
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Anyone need a tutorial or don't know how to make something unique to Fortress. Ask here and I'm sure someone will find an answer... eventually...
http://www.fortress-forever.com/foru...ad.php?t=11057 |
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09-17-2007, 04:29 PM | #36 | |
Community Mapper&Idiot
Join Date: Mar 2007
Location: Finland
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09-18-2007, 10:46 AM | #37 |
Join Date: Mar 2007
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i can figure out you're lua if you want, but i have one question now, how can i create a nobuild zone?
trigger_ff_script with name nobuild? |
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09-18-2007, 11:15 AM | #38 |
Lua Team
Join Date: Mar 2007
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yes, exactly that if you include "base_teamplay".
no_build works also. |
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09-18-2007, 04:17 PM | #39 |
Join Date: Mar 2007
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nobuild or no_build? great, becouse sentry in flag exit from badlands is annoying
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09-18-2007, 05:35 PM | #40 |
Join Date: Sep 2007
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Mr Happy's answer
Geez you guys are talking about everything in here LOL..anyway, I just thumbed through the posts due to lack of time so if anyone answered Mr. happy yet, sorry.....
Not only should you bzip the lua, you should also use Man or Pakrat to put it in the bsp. I used Pakrat, for the two custom maps I'm running on my server. In pakrat, make sure you click on the lua in the bsp file list and then select Edit. Change the address location to the one word "maps." Then go under Save and click Save to Bsp. The lua will be in your bsp. Then definitely upload a copy of your lua.txt by itself to the server that is going to run the bsp for players. I can't believe how many servers forgot to put the lua.txt in the maps folder on their server. You need to do everything possible to make sure your players are going to get the lua.txt. Anyway, bzip seems harder to me, so I used Pakrat to put it in. Hope that helps... *Frags* |
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