Several Source mapping Q's


Ca-Chicken-Soup
08-23-2005, 02:36 AM
Hey there, I've been making several test maps for HL2DM and came across a few problems:

- I need to parent a few info_player_deathmatch spawns to a func_tracktrain, but the player spawn doesn't have any parent functions, is there another entity that can join the two?

- I want a scripted sequence to start at the begining of the map, I have a train going down a line before crashing at the end, how do I make it so it starts on map load? The only way I have is a trigger_once that is touched but that seems kinda primitive.

- What is the useable object entity? Prop_dynamic? Which one can be picked up, or shot at to move, and that fades after a certian distance.

Thanks guys
-Soup

Furyo
08-23-2005, 02:45 AM
"Shot at to move" would be prop_physics_multiplayer or prop_physics.

"fades after a certain distance" is any kind of prop, just by playing with the fade in and fade out values in the options of the entity

Ca-Chicken-Soup
08-24-2005, 02:56 AM
Originally posted by Furyo
"Shot at to move" would be prop_physics_multiplayer or prop_physics.

Oh right I should have known that :o
Any ideas on moving spawns? hrm.. maybe a moving teleport from a spawn room, or better yet, moving scenery! But moving spawns would be better, anyone got ideas?

Furyo
08-24-2005, 03:17 AM
haven't experimented with that yet, so I have no idea how that would work. There should be tutorials out there though, check the VERC forums for a start

Ranson
08-24-2005, 06:37 AM
Make a black box, put the spawn point inside. Put a brush below the player, so he'll drop onto it. Tie that brush to a trigger_teleport entity.
Then create an info_teleport_destination entity, name it and parent it to whatever is moving.
Give the trigger_teleport the name of the info_teleport_destination as "remote destination".

Thats it. The player will spawn and as soon as he drops he'll be teleported to the real moving destination.

Kid-A
08-27-2005, 08:57 AM
I was wondering are decals used differently in source?

Neutrino
08-27-2005, 09:33 AM
Originally posted by Kid-A
I was wondering are decals used differently in source?
what ive noticed is that they took the place of func_illusionary. simply give the brush a decal texture and all that needs to be invisible already is

Kid-A
08-27-2005, 02:04 PM
OK another one. I've found prop_static is the new env_model but in 2d view the tree I placed has a circle around it's origin. What does that circle do and what happens if I change it's size?

Neutrino
08-27-2005, 02:18 PM
im not sure EXACTLY what it does. but dont change it. im pretty sure it messes up, and the model is invisible ingame due to change.
let someone else explain better.

Ca-Chicken-Soup
08-28-2005, 01:59 AM
I thought it was something to do with lighting...

Ranson
08-28-2005, 04:02 AM
The circle defines the fadeout distance. If you accidently resize it, the model will fade out at very short distance and therefore it disappears. It's just a visual helper for the start & end fade properties.

Furyo
08-28-2005, 04:24 AM
the default settings for fading in and out should usually be good enough for any map, as long as there are other deterrents to them appearing from very far away (hints, areaportals, simple angles, low skybox)

For any map that would have large outdoor areas (beach maps) those settings need to be toyed with quite a bit, or it'll quickly become lag land.

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