Some map problems. (DOD:S)


SgtPoisonMiller
10-08-2005, 11:27 AM
Ok, I have a few problems...

1. Flags.

I did flags like I would in dod 1.3 maps.
But, when I run into the flag, nothing happens. The flag icons are missing textures (purple/black), that whole deal.

2. Fireplace
I have a fireplace, with wood. How would I go about setting the wood on fire?

3. Timer
I want to set a timer for the map that when It's done, axis win.


I can probably guess that this stuff has been asked before, but I can't seem to find it.

Mr-Softy
10-08-2005, 01:19 PM
"2. Fireplace
I have a fireplace, with wood. How would I go about setting the wood on fire?"

Well you could always use env_fire and check the Flag "Start on"

"3. Timer
I want to set a timer for the map that when It's done, axis win."
Only thing i could think of doing is try adding a "info_doddetect"
see if it works or not

SgtPoisonMiller
10-08-2005, 03:55 PM
I tried using env_fire and turned it on and it didnt do anything...

Furyo
10-08-2005, 04:49 PM
you need two entities: env_fire and env_firesource

Propaganda
10-08-2005, 04:57 PM
I think info_doddetect is obselete.

SgtPoisonMiller
10-09-2005, 10:42 AM
alright... I got fire working (yippie)

now all I need is flags and cool snow...

the snow they have seems like sparks flying down out of the sky, instead of snow...

I think I know how to make flags though...

maybe snow could be like smoke or dustcloud with the entities going down? or what?

and still having the round timer determine axis victory would be great...

SgtPoisonMiller
10-10-2005, 10:20 PM
Sorry for double post, its been a day or so...

I am still having trouble with flags and etc...

Here's what I need...

2 objectives, and if possible, have them where if ones not captured, you cant capture the other one...

Objective 1 on Bridge, This will be resembling a radio tower that will be needed to complete Objective 2. I would like to make it so you have to capture this first before you can capture Objective 2.

Objective 2 will be in a radio room in Axis command. To capture Objective 2 I want the Allies to first have to grab an object (documents) and have to take them to the radio room. Also Allies should have to have Objective 1 Captured.

Now... theres also a thing where I want a demo-charge to be placed to be able to blow into a room, like back in dod_charlie when you blow the wall. I already have the breakables set up, I just need to figure out how to configure entities and etc...

plz someone help me... the life of my map is held in this forums hands!

(this source map has already proven to have great gameplay without objectives!)

Ca-Chicken-Soup
10-11-2005, 01:57 AM
Just wait for the SDK and FDG! (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=56607)

SgtPoisonMiller
10-11-2005, 09:02 AM
That doesn't help me at all... so w/e...

I have a custom FDG which works for now...

I just need to know how to do it... I looked for tutorials but can't find any...

Edam
10-11-2005, 09:14 AM
Originally posted by SgtPoisonMiller
That doesn't help me at all... so w/e...

I have a custom FDG which works for now...

I just need to know how to do it... I looked for tutorials but can't find any...

1) Create a dod_control_point_master anywhere in your map, define it a name (such as mastercontrolpoint, or whatever) under "group name"

2) Create a dod_control_point
Name it what you wish. Give it a point index of 1 (then the next one you do, make it a point index 2, then 3 for the next and so on). Fill in all other relevant details, including Point Group Name, which should be the same as the name defined in your dod_control_point_master (in my example, it will be mastercontrolpoint)

3) Create a brush using the "trigger" texture around your dod_control_point as large as the area you want to be utilised for cpaturing. Set it "ToEntity" as dod_cvapture_area, and fill in all details, making sure that "Control Point Name" refers back to the name of the control point you just created.

I know you've mapped for dod 1.3 before, so sorry if this may seem a bit patronising, I just have no experience with dod 1.3 so have no idea which bits are similar.

SgtPoisonMiller
10-11-2005, 12:01 PM
No problem, at least you're trying to help...

Ok.. I found the problem in the dodcustom.fgd vs the ents in an official map, the values have different names and etc...

so I am going through the painful process of editing the fgd so it will work...

I will release information if and when I get it working on how to do it...

Edam
10-11-2005, 01:15 PM
Originally posted by SgtPoisonMiller
No problem, at least you're trying to help...

Ok.. I found the problem in the dodcustom.fgd vs the ents in an official map, the values have different names and etc...

so I am going through the painful process of editing the fgd so it will work...

I will release information if and when I get it working on how to do it...

Instead of doing that, I suggest you use this FGD from the official beta of DoDs, works like a charm for me.

There's a link to it + info on setting it up (if you need to set it up again) here
http://www.hl2world.com/bbs/day-of-defeat-source-mapping-beginners-guide-vt40896.html

SgtPoisonMiller
10-11-2005, 06:36 PM
Thanks, again, but I have found an updated version of the FGD I had at the time, which had everything fixed that I was trying to do on my own...

All I need now is a tutorial or to know a technique to trigger things like explosions and stuff due to capturing a point...

I want to be able to do the same type of thing as blowing the wall in dod_charlie, but in source... (like setting up a multitrigger system or something)

I would also like to know how I could make it so that you need to get something in order to capture a point...

Here's what I want the storyline of my map to be, so that maybe you get an idea...

Allied forces have obtained information about a secluded house in the mountains of Germany where there is a Nazi command center and also a small prison.
An allied force is sent in to inspect the area when they are confronted by the remaining German force (the rest of which, including a high commander, have left).
The Allies had lost wireless radio communications in the mountains due to elevation and/or disfunctional radio, so they need to get inside the axis radio room to communicate the situation and report where the officials have gone using the information from documents found in the place...

Now... to get into the radio room, they need blow a hole in the side of the valley area etc... I really want that to be like blowing the wall in dod_charlie...

if someone could help me with that, that would be awesome. :cool:

Edam
10-12-2005, 10:15 AM
Originally posted by SgtPoisonMiller
Thanks, again, but I have found an updated version of the FGD I had at the time, which had everything fixed that I was trying to do on my own...

All I need now is a tutorial or to know a technique to trigger things like explosions and stuff due to capturing a point...

I want to be able to do the same type of thing as blowing the wall in dod_charlie, but in source... (like setting up a multitrigger system or something)

I would also like to know how I could make it so that you need to get something in order to capture a point...

Here's what I want the storyline of my map to be, so that maybe you get an idea...

Allied forces have obtained information about a secluded house in the mountains of Germany where there is a Nazi command center and also a small prison.
An allied force is sent in to inspect the area when they are confronted by the remaining German force (the rest of which, including a high commander, have left).
The Allies had lost wireless radio communications in the mountains due to elevation and/or disfunctional radio, so they need to get inside the axis radio room to communicate the situation and report where the officials have gone using the information from documents found in the place...

Now... to get into the radio room, they need blow a hole in the side of the valley area etc... I really want that to be like blowing the wall in dod_charlie...

if someone could help me with that, that would be awesome. :cool:

Sounds like a game of ET :P

Day of Defeat Forum Archive created by Neil Jedrzejewski.

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.