Fortress Forever

Go Back   Fortress Forever > Editing > Mapping

Reply
 
Thread Tools Display Modes
Old 12-16-2008, 01:38 AM   #1
RocKwell
Regular or Menthol?
 
RocKwell's Avatar
 
Join Date: Sep 2007
Location: Central MI
Affiliations: :e0: .o`
Posts Rated Helpful 0 Times
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.
__________________
I'll blow a hole in your face, then go inside and sleep like a baby. Walt Kowalski
----------------------------------------------------------------------------------------
: Mulch_faf (WIP) : FF_Sahara_b1 :
RocKwell is offline   Reply With Quote


Old 12-16-2008, 11:27 AM   #2
Bridget
Banned
 
Bridget's Avatar
 
Join Date: Sep 2008
Class/Position: Soldier
Gametype: AVD
Affiliations: TALOS
Posts Rated Helpful 5 Times
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
Bridget is offline   Reply With Quote


Old 12-16-2008, 02:17 PM   #3
RocKwell
Regular or Menthol?
 
RocKwell's Avatar
 
Join Date: Sep 2007
Location: Central MI
Affiliations: :e0: .o`
Posts Rated Helpful 0 Times
Woops, my mistake. I meant backpacks that give slot2 grenades to scouts and medics.
__________________
I'll blow a hole in your face, then go inside and sleep like a baby. Walt Kowalski
----------------------------------------------------------------------------------------
: Mulch_faf (WIP) : FF_Sahara_b1 :
RocKwell is offline   Reply With Quote


Old 12-17-2008, 05:36 AM   #4
greenday5494
Holy shit, thats kerrigan!
D&A Member
 
greenday5494's Avatar
 
Join Date: Sep 2007
Class/Position: D, whatever the team needs, usually engy
Gametype: AvD
Affiliations: None
Posts Rated Helpful 1 Times
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
greenday5494 is offline   Reply With Quote


Old 12-19-2008, 12:53 AM   #5
RocKwell
Regular or Menthol?
 
RocKwell's Avatar
 
Join Date: Sep 2007
Location: Central MI
Affiliations: :e0: .o`
Posts Rated Helpful 0 Times
Quote:
Originally Posted by greenday5494
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
Same here, but there is definitely something up with certain areas of the map. Funny thing is, I alt tab out the game and when I come back, they reappear for a few minutes. Compiled with no nobuilds, vis, and rad; did the same thing.
__________________
I'll blow a hole in your face, then go inside and sleep like a baby. Walt Kowalski
----------------------------------------------------------------------------------------
: Mulch_faf (WIP) : FF_Sahara_b1 :
RocKwell is offline   Reply With Quote


Old 01-03-2009, 12:36 AM   #6
RocKwell
Regular or Menthol?
 
RocKwell's Avatar
 
Join Date: Sep 2007
Location: Central MI
Affiliations: :e0: .o`
Posts Rated Helpful 0 Times
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.
RocKwell is offline   Reply With Quote


Old 01-03-2009, 01:06 AM   #7
Pon
Not choking. Yet.
Lua Team
Wiki Team
Fortress Forever Staff
 
Pon's Avatar
 
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
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.
__________________
Support FF:

YOU GUYS REALLY SHOULD UPDATE YOUR STAFF LIST!
I haven't posted since 2010...

Preferable to death. But only just...
Pon is offline   Reply With Quote


Old 01-04-2009, 04:44 AM   #8
shadow
Retired FF Staff
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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}
})
taken directly from ff_session.lua
works fine.
shadow is offline   Reply With Quote


Old 01-05-2009, 09:21 PM   #9
zSilver_Fox
IRL Combat Medic
 
zSilver_Fox's Avatar
 
Join Date: Mar 2007
Location: Ethanol Land
Class/Position: D Medic
Gametype: Conca Jumping
Affiliations: ^iv
Posts Rated Helpful 0 Times
Quote:
Originally Posted by shadow View Post
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}
})
taken directly from ff_session.lua
works fine.
Why can't we just use an info_tf_goal anymore ?
zSilver_Fox is offline   Reply With Quote


Old 01-05-2009, 11:54 PM   #10
squeek.
Stuff Do-er
Lua Team
Wiki Team
Fortress Forever Staff
 
squeek.'s Avatar
 
Join Date: Mar 2007
Location: Northern California
Class/Position: Rallygun Shooter
Gametype: Conc tag (you just wait)
Affiliations: Mustache Brigade
Posts Rated Helpful 352 Times
Send a message via AIM to squeek.
Quote:
Originally Posted by zSilver_Fox View Post
Why can't we just use an info_tf_goal anymore ?
Cause then you can't do cool things like dm_squeek.
__________________
#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
squeek. is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 06:34 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.