working DET packs and Objective points


TOP GUN Mav
07-03-2006, 10:18 PM
Okay, haven't had alot of time for this tutorial, here is something really basic.

But, here is a small vmf file I created using entites straight from Colmar.

http://home.exetel.com.au/tgm/bombs_obj_wall_tut.zip

I have also added in the same file a wall that is destroyable by use of a det pack. Just compile the map, have a go, watch what happens, then open the vmf file in Hammer, look at the entities and models. Look at the names, properties and inputs and outputs, I'm sure you'll figure it out.

There are 2 extra flags at either end of the destroyed vehicle, they do not appear in the map, these are important as they stop the game from auto winning as soon as you join the map.

I have seperated the Tanks Proper model, and the tanks destroyed model so you can see how it is done, in game these models should be directly over one and other so that it doesn't look odd when it is destroyed.

The inputs and outputs seem as though they have errors. They are not errors, it is just coding that hasn't been put into hammer yet (it is in the HL2 engine though).

The only other thing to play with is the angles of the det packs, they appear in hammer as "obsolete" so you cant really tell which way they face, its all trial and error for me when it comes to these angles LOL.

Have fun with the new mode and i hope you like the example vmf file.

TGM

TheMiede
07-04-2006, 02:34 AM
Thanks this clears up a couple things. Now I am trying to create a Timer Attack Defend like Jagd, do you know how to do it that way?

TOP GUN Mav
07-04-2006, 05:25 AM
Haven't looked at this as yet, but if you look at the master dod control point entity you can specify a round timer. Shouldn't be too hard to set, just make the default owners of the obj points All Allies or All Axis.

You'll have to play with the hidden flags, not sure whether removing these will cause an auto win.

Again, I'll have a look and see if I can create a vmf file with example in it.

TGM

PanFrie
07-07-2006, 05:03 AM
couldnt you just set the info_doddetect to have a timer on, and when the timer runs out the specified team wins?

inKit
07-07-2006, 05:27 AM
players wouldn't get the timer in the HUD then
not to mention the control point round timer does exactly what you want it to do :)

PanFrie
07-10-2006, 09:33 PM
now, for the bombing_team, would 1 or 0 be for both teams?

TOP GUN Mav
07-13-2006, 08:00 AM
I use "0" and it works for both teams,

The bomb placements show up with Yellow highlights for Axis and White for Allies, but both teams can plant and disarm them

(you can even disarm your own teams... LOL)

Varsity
08-08-2006, 09:37 AM
I'm not entirely sure about how we should prevent instant wins on Jagd-style offence/defence maps. If I make a hidden cap point, the game can't be won!

clad
09-12-2006, 10:54 PM
what exactly loads the bomb hud icon either for axis, or allies , or both ?

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