Object Retrieval Maps


Jimmy Crack Corn
03-08-2007, 01:58 PM
There used to be a couple of maps where you would have to pick up an object, be it a document or the enigma machine or whatever and have to bring it back to your spawn exit.

Can you make it so you have 1 tnt triggered object with a new corresponding model at each end so it can only be picked up by the opposing team and when you get back to the drop off point make the cap timer to be very short less than 1 second if possible.

I know I'm not using the correct terminology but I think the mappers will get the flava of what I'm trying to convey.

JCC

Colonel_Krust
03-08-2007, 02:40 PM
they just need to make the code hard-wired into he game....but your efforts are appreciated.

JossiRossi
03-08-2007, 04:15 PM
http://www.dayofdefeat.net/forums/showthread.php?t=71144

You can do quite a bit here. In fact Irate already made a test map I believe.

Jimmy Crack Corn
03-08-2007, 04:22 PM
http://www.dayofdefeat.net/forums/showthread.php?t=71144

You can do quite a bit here. In fact Irate already made a test map I believe.

Thanks JossiRossi. I don't look in the tutorial section much and it's a recent post :o

I hope it works, I'd like to see some maps with this kind of gameplay again.

JCC

the_irate_pirate
03-08-2007, 04:58 PM
sorry guys, I'm without a PC for a while, but we can still try to do something about this "object-retrieval mode".

IMO the ideal solution would be to figure out how to implement all this into a map without forcing clients to download a new map. For example, we could try using the .ent files. Everyone knows what they do, but no one knows how to use them.
Another way is to simply modify the actual .bsp . Even right now, you can take any single map and modify a few things, such as cap times or any objective-related stuff. All you have to do is open a .bsp with Wordpad, nothing else, then just scroll down to the point entities and you can make your changes. And, trust me, if the non-matching .bsp error doesn't come up (which it really shouldn't) then clients will be able to play you slightly modified map without having to download a thing!

I haven't really tried to insert new things (as opposed to just modifying already existing entities) into a map, but it should be possible, most likely by using EntSpy. Here's some food for thought:
http://www.chatbear.com/unity2/4989/170,1168500965,7985/1024519?v=flatold

(the last poster is me, hopelessly trying to get attention ;))

Ca-Chicken-Soup
03-08-2007, 05:07 PM
.ent files are good for adding entities. They cannot edit/remove existing entities (unless you added an entity that used the kill command on other entities..... Hrm....).
I think I just found a loop-hole.

the_irate_pirate
03-08-2007, 06:28 PM
That's great to know! You should explain how that works, maybe in a tutorial? I kinda understand it, but haven't been able to insert a single entity yet.

However, I've been able to modify and REMOVE point entities successfully. The way I did it was by taking sdk_dod_flash.vmf, renaming it to dod_flash.vmf, deleting a few flags, changing index points on the remaining ones, and, finally, compiling only the .bsp stage with "ents only" (or whatever it's called).

Ca-Chicken-Soup
03-09-2007, 10:05 PM
The way you have said is only possible with fully .vmfs. Decompiled will not work most likely. What you can do is download entspy (google it), extract maps from the GFC and entspy them. You can edit and delete existing entities. You might not even have to redistrubute the map, I've been told that entities are server side (not sure how client-side entities will respond though...) and so it should work. I don't know much about the .ent file. Jake used on to make a fix for dod_highlander (a missing clip area). Go find that fix (it's in these forums somewhere) and have a look. I think it's pretty straight forward. What you can do is make a bare bones map with all the entities needed. Then save it, open the .vmf up and copy all the entities into an official map.

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This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.