12-16-2008, 01:38 AM | #1 |
Regular or Menthol?
Join Date: Sep 2007
Location: Central MI
Affiliations: :e0: .o` Posts Rated Helpful 0 Times
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Quick Hammer Questions
1. Anyone know what would cause explosions to disappear in a map? This happened a few days ago in a playtest. Rockets, pipes, nades, etc have no explosions. Happens as soon as I exit the spawn. No complicated entities nearby, just soundscapes and lasers / button.
I get this message in-game in the console, if it has to do with anything: AddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_origin 2. A lue script that only gives scouts and meds secondary grenades ( Squeek gave me the command for spawing..but I'm a bit of a LUA noob. ) That's about it. Once those things are resolved, map shall be released.
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I'll blow a hole in your face, then go inside and sleep like a baby. Walt Kowalski ---------------------------------------------------------------------------------------- : Mulch_faf (WIP) : FF_Sahara_b1 : |
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12-16-2008, 11:27 AM | #2 |
Banned
Join Date: Sep 2008
Class/Position: Soldier Gametype: AVD Affiliations: TALOS Posts Rated Helpful 5 Times
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Code:
function player_spawn( player_var ) local player = GetPlayer(player_var) if player:GetClass() ~= Player.kMedic and player:GetClass() ~= Player.kScout then player:RemoveAmmo( Ammo.kGren2, 4 ) end end |
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12-16-2008, 02:17 PM | #3 |
Regular or Menthol?
Join Date: Sep 2007
Location: Central MI
Affiliations: :e0: .o` Posts Rated Helpful 0 Times
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Woops, my mistake. I meant backpacks that give slot2 grenades to scouts and medics.
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I'll blow a hole in your face, then go inside and sleep like a baby. Walt Kowalski ---------------------------------------------------------------------------------------- : Mulch_faf (WIP) : FF_Sahara_b1 : |
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12-17-2008, 05:36 AM | #4 |
Holy shit, thats kerrigan!
D&A Member
Join Date: Sep 2007
Class/Position: D, whatever the team needs, usually engy Gametype: AvD Affiliations: None Posts Rated Helpful 1 Times
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about the no explosions thing, sometimes it just happens, i think it's part of FF's optimizaton code. it never happens in any other source game i've played except FF
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12-19-2008, 12:53 AM | #5 | |
Regular or Menthol?
Join Date: Sep 2007
Location: Central MI
Affiliations: :e0: .o` Posts Rated Helpful 0 Times
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Quote:
__________________
I'll blow a hole in your face, then go inside and sleep like a baby. Walt Kowalski ---------------------------------------------------------------------------------------- : Mulch_faf (WIP) : FF_Sahara_b1 : |
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01-03-2009, 12:36 AM | #6 |
Regular or Menthol?
Join Date: Sep 2007
Location: Central MI
Affiliations: :e0: .o` Posts Rated Helpful 0 Times
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Any ideas? Anything? The map is 120% done except for these two things. If there are any suggestions, it be extremely helpful. I normally wouldn't bump my own threads, but I've ran out of ideas.
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01-03-2009, 01:06 AM | #7 |
Not choking. Yet.
Lua Team
Wiki Team Fortress Forever Staff Join Date: Jul 2007
Location: Scotland
Class/Position: Demo/Def - Spy/Off Gametype: Anything but yet more fucking CTF Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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Haven't had chance to test this, but it should be close:
Code:
conc_backpack = info_ff_script:new({ gren2 = 0, respawntime = 30, touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kBlue, AllowFlags.kRed, AllowFlags.kYellow, AllowFlags.kGreen}, model = "models/items/backpack/backpack.mdl", materializesound = "Item.Materialize", touchsound = "Backpack.Touch" }) function conc_backpack:dropatspawn() return false end function conc_backpack:touch( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) local dispensed = 0 if player:GetClass() == Player.kMedic or player:GetClass() == Player.kScout then if self.gren2 ~= nil and self.gren2 ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kGren2, self.gren2) end end -- if the player took ammo, then have the backpack respawn with a delay if dispensed >= 1 then local backpack = CastToInfoScript(entity); if backpack then backpack:EmitSound(self.touchsound); backpack:Respawn(self.respawntime); end end end end conc_backpack_blue = conc_backpack:new({ gren2 = 4, touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kBlue} }) conc_backpack_red = conc_backpack:new({ gren2 = 4, touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kRed} }) I've assumed you wanted them team specific ("conc_backpack_blue" and "conc_backpack_red", and only to dispense grenades. Lemme know if that's not the case and I'll change it.
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01-04-2009, 04:44 AM | #8 |
Retired FF Staff
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Code:
----------------------------------------------------------------------------- -- Conc Pack -- Gives concs, nothing else. -- There are two team-specific varieties. ----------------------------------------------------------------------------- concpack = genericbackpack:new({ gren1 = 0, gren2 = 4, respawntime = 1, model = "models/items/backpack/backpack.mdl", materializesound = "Item.Materialize", touchsound = "Backpack.Touch", botgoaltype = Bot.kBackPack_Ammo }) function concpack:touch( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) local dispensed = 0 local class = player:GetClass() if class == Player.kScout or class == Player.kMedic then if self.gren2 ~= nil then dispensed = dispensed + player:AddAmmo(Ammo.kGren2, self.gren2) end end if dispensed >= 1 then local backpack = CastToInfoScript(entity); if (backpack ~= nil) then backpack:EmitSound(self.touchsound); backpack:Respawn(self.respawntime); end end end end function concpack:dropatspawn() return false end blue_concpack = concpack:new({ touchflags = {AllowFlags.kBlue} }) red_concpack = concpack:new({ touchflags = {AllowFlags.kRed} }) works fine. |
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01-05-2009, 09:21 PM | #9 | |
IRL Combat Medic
Join Date: Mar 2007
Location: Ethanol Land
Class/Position: D Medic Gametype: Conca Jumping Affiliations: ^iv Posts Rated Helpful 0 Times
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Quote:
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01-05-2009, 11:54 PM | #10 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Cause then you can't do cool things like dm_squeek.
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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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