11-12-2007, 03:35 AM | #61 |
Join Date: Nov 2007
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ty
thank you very much i have figured it out. It works just fine now. Thanks again for the help. Ill have a map ready for you in six months!
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12-19-2007, 06:55 AM | #62 |
Banned
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How To Make FF Maps [update please]
can someone fix the thread for this topic? i am having the hardest time configuring my hammer for FF, im just about ready to give up finding the gameinfo.txt file.
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12-19-2007, 03:15 PM | #63 |
Banned
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update please
-------------------------------------------------------------- Posted in this thread before the two were merged. Do not flame for this. -Nodnarb Last edited by nodnarb; 12-19-2007 at 10:11 PM. |
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12-19-2007, 03:49 PM | #64 |
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Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
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I don't think much has changed...aside from needing to add -ep1 to the launch options of the SDK.
If you need help check out this thread. I had some problems getting things set up at first and those guys really helped me out!
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12-19-2007, 04:11 PM | #65 |
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the gameinfo.txt file is in the Fortressforever folder, along with maps, materials. are you sure its the gameinfo.txt your looking for and not the "gameconfig.txt"?
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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12-19-2007, 10:12 PM | #66 |
Join Date: Mar 2007
Posts Rated Helpful 5 Times
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No need for multiple threads, Nukem. Merged.
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03-11-2008, 11:26 PM | #67 |
Join Date: Sep 2007
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this needs to stay bumped
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06-28-2008, 10:07 AM | #68 |
if(0>1){printf("broked");}
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Join Date: Mar 2007
Location: Amerika
Class/Position: O Posts Rated Helpful 3 Times
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why is this not stickied?
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06-28-2008, 10:11 AM | #69 | |
Stuff Do-er
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Wiki Team Fortress Forever Staff |
Quote:
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#FF.Pickup ยค Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington |
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06-28-2008, 07:32 PM | #70 | |
Heartless Threadkiller
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Oh, and THAT is a good reason!?
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01-06-2009, 02:47 AM | #71 |
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can someone post a link to a tutorial on the basics of doors that will work for ff, I am looking for the basics that are assumed knowledge from the first post.
I've searched the valve developer wiki, but the functions they reference are not in my hammer entities list. The only one that is the same is prop_door_rotating, this doesn't sound like what I am looking for (a simple slide door) Where I am now: I have a brush based trigger_ff_script named redrespawndoor (and a bluerespawndoor as well). I don't know what entity I need to target (using radiant terms). Thanks. |
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01-06-2009, 04:16 AM | #72 |
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Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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You want func_door. This is a brush-based entity, so it's not in your list. Make a brush for your door, and click the toEntity button (ctrl-t is the shortcut, I think). The pick func_door from the list.
You can also use a prop_dynamic if you like some of the door models that come with FF. Set its "parent" to the func_door you've already made, and they will move together. You can can texture the func_door with toolsnodraw, so that you only see the prop. |
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