Armour Spawning and other questions...

S

Skillz

Guest
Few questions here for ya :)

1: Is there anyway to spawn armour like in fy maps? I have the entitys for all the weapons apart from armour and ic ant find it in the list...

2: Also is there a work around for the weapons dissapearing after a few seconds bug?

3: How would i make something to push a character in the air like if they jumped on a fan and it started blowing them upwards?

4: Is hurt triggered like it was back in 1.6?

5: Can you use props from other maps (like dust) by selecting them in the prop_static item viewer? and does that go for all the props in there? Becuase i'v added a prop from the dust folder and it shows up but i'v added one from the prodigy folder but it doesnt show up, any reason why or is it just me?

I think thats all i need to know for now :cheese:

Any replies are appreciated, cheers
Skillz
 
1) It's item_kevlar and item_assaultsuit, I think.

2) This was removed some time ago.

3) Tie a brush to trigger_push. Valid activators inside the trigger will be pushed.

4) Trigger_hurt still exists, but there's also point_hurt.

5) You might be using a physics or dynamic model on a static entity, which causes the prop to be deleted.
 
Cheers for the answers mate, very helpful but i had a few problems...

I just tried the trigger_push does it doesnt seem to be working...

All it doesnt is make the screen jitter about a little bit, is there a specific texture i must use for it to work as i have just set it with the invisable textre if that matters?

Also how could i check to see if a prop is using physics or is dynamic?

Cheers again mate
Skillz
 
Try upping the push speed. 512 or so. The texture you use on trigger_* and some func_* brushes doesn't matter, but toolstrigger is common only to make the brush distinguishable in the editor.

You'll get an error in your compile log or the in-game console log if you're using a model with the wrong type of prop. Other than that I don't think Valve's implemented a way for us to tell what type of model it is, other than the fact that some physics models have the suffix "_physics" on their names.
 
Got the trigger_push working good now :)

But the prop still didnt show up when i changed it to prop_dynamic or prop_physics

The funny thing is tho when i changed it to prop_physics i couldnt see the pallet but i could walk through it and if i shot at the location where it was it shows the broken palet on the floor, weird...

Thanks for all the help :D
Skillz
 
Maybe the prop's fade distances were messed up when you accidentally tinkered with the spheres.

Start Fade Dist -1
End Fade Dist 0
Fade Scale 1
 
Thats didnt work, i'll have another go tomorow coz i'm tired now and i'll probley be doing it wrong lol

Cheers mate,
Skillz :D
 
Or maybe you'll need to use the override option
 
A good point... Maybe he's using a model that wasn't made to work with any of the normal props.
 
prop_dynamic_override worked, cheers guys :)

But just one more question, how would i add more ammo to the guns? At the moment all the guns only have a gun with 1 clip which soon gets used on an fy map...

Thanks,
Skillz
 
Isnt there like a give trigger to give them a load of ammo to everyplayer? No work around at all?

One more question for good measures ;), what texture would i use to make a platform for guns to rest on (so they dont fall through wholes/vents) but players can still go through?

I think i got everything i need after that, cheers :D

Skillz
 
Skillz said:
One more question for good measures ;), what texture would i use to make a platform for guns to rest on (so they dont fall through wholes/vents) but players can still go through?
Skillz

you can have any texture you like, it doesn't matter.
 
Trigger to give ammo: unless you spawn the players in a buyzone and force them (via point_clientcommand) to buy ammo, you just can't give out any ammo.

Blocking guns: try a func_clip_vphysics entity.

Disappearing gun bug: this was fixed... oh, let me check my IRC logs... Well, I said something about it in late March, so it must've been fixed before then. It wasn't mentioned in the Steam update news.
 
I see, that must have been why I missed it. Well that means I can make an fy_ map with real fy capabilities. Yay.

(I'm still waiting for summer to take up modelling and start mapping again :p).
 
Thats what put me off remakeing FY maps :p

Thanks for all the help guys but i have a few more questions now that my map is nearly complete i'v started notcing things...

When i compile i alwasy get this error:

Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 3

It doesnt says its an error but a memory leak isnt a good thing lol. Just wanted to know if i should be concerned or not?

I also get this error in the console in game:

DataTable warning: player: Out-of-range value (1300.000000) in SendPropFloat 'm_vecBaseVelocity', clamping.
DataTable warning: player: Out-of-range value (1700.000000) in SendPropFloat 'm_vecBaseVelocity', clamping.
DataTable warning: player: Out-of-range value (1700.000000) in SendPropFloat 'm_vecBaseVelocity', clamping.

This happenes when i go on the trigger_push. The trigger works how i want it to so i'm not sure what it means...

Also doesnt anyone know where i can get a vent prop from? I'm using props_junk/vent001.mdl at the moment but its too small and the player cant fit through...

I think thats all or the problems i'm having atm :)

Cheers,
Skillz
 
i dont think memory leak means anything alarming....thats what i was told anyways.
 
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