New file type


Ace_McGirk
07-11-2006, 01:36 AM
Has anyone noticed the new file type in the maps folder of the gcf?

Looks like we can now modify entities with just a " mapname.ent" file

I have not tried anything with them yet but I will test them out tonight to see if things can be added to a map, or if you can switch spawn points and whatnot.................

PanFrie
07-11-2006, 02:38 AM
i think someone said something about those being used for the "spawn walls" to prevent the other team from getting into the spawn.

skdr
07-11-2006, 04:57 AM
Originally posted by PanFrie
i think someone said something about those being used for the "spawn walls" to prevent the other team from getting into the spawn.
Yes, that too but I think .ent files are so called "external entities" added afterwards to the map that work outside the bsp compilation.

ie. make a map without spawn points or a flag cap/point system. Add those entities to .ent files and you have a working map.

I hope you understand what I mean :)

ultranew_b
07-11-2006, 07:15 AM
Very Cool !

:)

MeleeMe!
07-11-2006, 07:20 AM
Originally posted by skdr
Yes, that too but I think .ent files are so called "external entities" added afterwards to the map that work outside the bsp compilation.

ie. make a map without spawn points or a flag cap/point system. Add those entities to .ent files and you have a working map.

I hope you understand what I mean :)

Interesting...

I wonder if the older maps could be turned into detonation maps with this?

skdr
07-11-2006, 07:27 AM
Yes, it's possible, but you can't remove entities from the bsp compilation with these .ent files tho, so it leaves those flags in too :)

It's a cool feature. Valve added spawn protection to old maps with this method without letting people download ALL the maps again in the update just for the spawn protection fix...

ultranew_b
07-11-2006, 08:13 AM
So hypothetically you could remove entities with Entspy and add entities with this new external entity file system, cool.

:)

Ace_McGirk
07-11-2006, 03:12 PM
I am sure there is a way to kill an ent that is already in a map,creative use of in/outputs on existing ents could do it I bet......copy a flag aready in the maps and add a "OnCapReset" output to "kill" the ents you dont want, then make new ones ..............maybe not the most efficient way to do it

Looks like I have some testing to do.....

Ace_McGirk
07-11-2006, 03:18 PM
Originally posted by ultranew_b
So hypothetically you could remove entities with Entspy and add entities with this new external entity file system, cool.

:)

If you are going to remove entities with entspy, you might as well just add the ones you want while you have it open.

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