Getting DoD:Source Flags to Work?


PMonkey
10-15-2005, 11:00 AM
As you know, many people have released maps with Control Points that work. If you are one of them or know of someone who has, could you please paste the code from the .vmf file here or even send (upload or email) a small map with 2or3 working flags.

Im sure this would be a great help for most people including me.

Thanks Guys/Gals;)

cheese-sarnie
10-15-2005, 11:29 AM
hi
there's some flag info in this thread

http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=56145

i used entedit to put it in my map.

the official maps use a trigger brush with a dod_capture_area tied to it.

haircut
10-16-2005, 01:36 AM
http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=55247&perpage=15&pagenumber=4


look for meelo's post on that forth page, he updated the fgd in that thread to work.

I've used it and with a bit more "tweeking" it works fine for Flag capping maps. You don't need to tweek it for the flags to work.


As cheese-sarnie says, flags need a dod_capture_area to work.

PMonkey
10-16-2005, 03:37 AM
Thanks a lot!! One problem, I can't get onto the ztgames site to download the .VMF file. Would you be able to put up a new link or direct link please?

Thanks

Rolk
10-17-2005, 12:56 AM
I would recommend this site and this .fdg (http://www.hl2world.com/bbs/day-of-defeat-source-mapping-beginners-guide-vt40896.html).

Comes with a simple tutorial too, and it works pretty easily too.

[SAS]==Colster==
10-18-2005, 01:12 AM
Is it possible to add flags to a source map using just EntEd?

I would like to make a true dod version of dm_runoff, rather than the deathmatch one I converted which just has dod spawn points.

I have placed the flags using info from posts on this site and they all show up ok but when u run thru nothing happens.

In the old DoD I could place simple rush one man flags (like in Flash) but always assumed that area or 2 man cap flags (like in Avalanche) were hard coded areas defined in the map with just a flag mdl to mark the centre.

It seems that this area technique using brushes is the only way its done in source, which may explain why the ladders dont port over.. tried changing all the ents to func_ladder but still nothing.

Excuse me posting in a mappers forum when I am clearly no mapper but I am always happy to test or provide our server(s)/clan members for betatesting

PMonkey
10-20-2005, 07:55 AM
Originally posted by Rolk
I would recommend this site and this .fdg (http://www.hl2world.com/bbs/day-of-defeat-source-mapping-beginners-guide-vt40896.html).

Comes with a simple tutorial too, and it works pretty easily too.

This is a great site!! My flags are now working with no hassle what-so-ever! Just follow the easy instructions, it only takes 10min, and you off!

Next step is Advanced Spawns, dissabling flags from being visable on the hud, allowing us to use two flags for the same capture point, and stopping the round restarting when all the flags have been captured.

Some of these may sound strange things to want to do but they are nessesary for my map.

haircut
10-21-2005, 06:44 AM
@ [SAS]==Colster==

Originally posted by haircut
As cheese-sarnie says, flags need a dod_capture_area to work.


Un -ess the dev team change it you will need a dod_capture_area for every flag to get them, to work.

[SAS]==Colster==
10-21-2005, 10:37 AM
Hmm I had a dod_capture_area that I pasted into the ents list, but I presume u mean defined as an area in the map?

For example in runoff ents list i added


{
"origin" "1168 -880 5.41606"
"point_win_string" "MAP_PLAYER_CAP"
"point_points_for_cap" "1"
"point_pointvalue" "1"
"point_name" "a control point"
"angles" "0 0 0"
"point_axis_capsound" "Voice.German_FlagCapture"
"point_allies_capsound" "Voice.US_FlagCapture"
"point_allies_model" "models/mapmodels/flags.mdl"
"point_axis_model" "models/mapmodels/flags.mdl"
"point_reset_model" "models/mapmodels/flags.mdl"
"point_index" "5"
"targetname" "flag1"
"point_reset_model_bodygroup" "3"
"point_allies_model_bodygroup" "1"
"point_printname" "flag1test"
"point_hud_icon_axis" "sprites/obj_icons/icon_obj_axis"
"point_hud_icon_allies" "sprites/obj_icons/icon_obj_allies"
"point_hud_icon_neutral" "sprites/obj_icons/icon_obj_neutral"
"spawnflags" "0"
"point_default_owner" "0"
"point_timedpoints_axis" "3"
"point_timedpoints_allies" "3"
"angles" "0 0 0"
"classname" "dod_control_point"
}
{
"model" "*1"
"origin" "1158 -880 5.41606"
"angles" "0 0 0"
"area_cap_point" "flag1"
"area_hud_sprite" "sprites/hud/caparea"
"area_time_to_cap" "0.1"
"area_axis_numcap" "1"
"area_allies_numcap" "1"
"area_axis_cancap" "1"
"area_allies_cancap" "1"
"classname" "dod_capture_area"
}
{
"origin" "1328 -624 309.522"
"cpm_timer_team" "0"
"cpm_timer_length" "300"
"cpm_use_timer" "0"
"cpm_axis_points" "10"
"cpm_allies_points" "10"
"cpm_point_give_delay_time" "20"
"classname" "dod_control_point_master"
}
{
"origin" "1913.53 -952 360"
"detect_axis_startroundvoice" "5"
"detect_allies_startroundvoice" "5"
"detect_allies_subteam" "0"
"detect_axis_respawnfactor" "1.0"
"detect_allies_respawnfactor" "1.0"
"classname" "info_doddetect"
}



save it in EntEd and load up the map.

..then I get a flag in hud and on map but nothing happens when i run through it.

cheese-sarnie
10-21-2005, 11:27 AM
hi
try it without the "model" "*1" bit in the dod_capture_area ent.

not sure about this, but i think that if there's something already precashed in memory with "model" "*1" as it's reference, then the actual flag will be at whatever brush is called "model" "*1"

sorry for my bad english but i'm english :rolleyes:

josh_u[RR]
10-21-2005, 11:28 AM
a dod_capture_area is a brush based entity, meaning it is attached to a brush or object in the map. since that object doesn't exist, you can't add it to the map using ripent.

I've heard that recompiling a decompiled map doesn't yield good results, but you could try using Vmex (http://developer.valvesoftware.com/wiki/Vmex) to decompile the map, then add in the flags and capture areas and recompile it.

cheese-sarnie
10-21-2005, 12:05 PM
dod_capture_area is a brush based entity

true, but you can use it as a point based ent as well, if you add an origin point next to or very near your dod_control_point ent.
i admit it's probably not the way valve intended, but it does work.

all the flags in dod_narbeth_b1 were put in with ented using this point based method.

meelo
10-21-2005, 11:22 PM
I took a look at Romeo's FGD, it's definately MUCH cleaner and easier to understand than what I came up with, but it lacks I/O for capture and control points etc, so no firing extra triggers (such as reskinning a bunker to match the owner of the flag)

I added some of the I/Os for a couple ents that seemed important enough for more complicated triggers to Romeo's FGD for my own use, but never really announced it online.

If anybody would like, I can probably throw it on the net someplace for you. If we're lucky, though, Valve will have the SDK out sometime in the next two weeks though (which seems reasonable, given the news on steam today)

[SAS]==Colster==
10-23-2005, 12:28 PM
Originally posted by cheese-sarnie
true, but you can use it as a point based ent as well, if you add an origin point next to or very near your dod_control_point ent.
i admit it's probably not the way valve intended, but it does work.

all the flags in dod_narbeth_b1 were put in with ented using this point based method.

OK I don't get it, I shamelessly copied and pasted in from your instuctions and ents in narbeth (which is actually playing on our source server as I type this) so I have the following:


{
"origin" "11693 2398 -433"
"detect_axis_startroundvoice" "5"
"detect_allies_startroundvoice" "5"
"detect_allies_subteam" "0"
"detect_axis_respawnfactor" "1.0"
"detect_allies_respawnfactor" "1.0"
"classname" "info_doddetect"
}
{
"origin" "11693 2398 -473"
"cpm_timer_team" "0"
"cpm_timer_length" "300"
"cpm_use_timer" "0"
"cpm_axis_points" "10"
"cpm_allies_points" "10"
"cpm_point_give_delay_time" "20"
"classname" "dod_control_point_master"
}
{
"origin" "11693 2398 -473"
"point_win_string" "MAP_PLAYER_CAP"
"point_points_for_cap" "1"
"point_pointvalue" "1"
"point_name" "a control point"
"angles" "0 0 0"
"point_axis_capsound" "Voice.German_FlagCapture"
"point_allies_capsound" "Voice.US_FlagCapture"
"point_allies_model" "models/mapmodels/flags.mdl"
"point_axis_model" "models/mapmodels/flags.mdl"
"point_reset_model" "models/mapmodels/flags.mdl"
"point_index" "5"
"targetname" "the_church"
"point_reset_model_bodygroup" "3"
"point_allies_model_bodygroup" "1"
"point_printname" "the church"
"point_hud_icon_axis" "sprites/obj_icons/icon_obj_axis"
"point_hud_icon_allies" "sprites/obj_icons/icon_obj_allies"
"point_hud_icon_neutral" "sprites/obj_icons/icon_obj_neutral"
"spawnflags" "0"
"point_default_owner" "0"
"point_timedpoints_axis" "3"
"angles" "0 0 0"
"classname" "dod_control_point"
}
{
"angles" "0 0 0"
"area_cap_point" "the_church"
"area_hud_sprite" "sprites/hud/caparea"
"area_time_to_cap" "2"
"area_axis_numcap" "1"
"area_allies_numcap" "1"
"area_axis_cancap" "1"
"area_allies_cancap" "1"
"origin" "11683 2398 -473"
"classname" "dod_capture_area"
}


So all I did was change the origin to something relevant to dm_runoff and I get a flag appear in game and on the hud but when i run through it nothing happens. Even tried moving the info_doddetect and dod_control_point_master around, but no dice.

Any help you can give would be appreciated and I lay my linux box at your disposal if you ever want a UK based server to beta on in return.

kimball
10-23-2005, 01:08 PM
to make a dod_capture_area I made a solid block and tied it to the entity. I have applied the trigger brush as well but when I compile and run the map, I get an error. Does the block that is tied to the entity need a special texture?

cheese-sarnie
10-23-2005, 01:13 PM
hmm
spooky
it all looks ok.
the only thing i can think of is that the dod_capture_area origin is below the ground so there's no way of running thru it.
with this method it's just a single point, so it has to be in the air at the flag.

[SAS]==Colster==
10-23-2005, 02:40 PM
OK I'll give it a try, although I'm sure I set it higher to start with, as I position the flag by standing in the map and then typing status in console, so when u place the flag on those points it would be hovering in the air, I'm pretty sure at that stage the control_point would have been at the same z position.

Maybe its a hard code thing as its an HL2DM map, I dunno it was so easy in old dod to do, I have a number of converted HL and Action Half Life ones done that work really well *sigh*

cheese-sarnie
10-24-2005, 09:12 AM
hi
i know i said the opposite of this the other day, but
if that doesn't work try putting the model number back into the
dod_capture_area ent, but make it a big number like 800 so it doesn't clash with anything else in the map.

if that all fails too then let me know which map you're trying to do and maybe i can have a go.

[SAS]==Colster==
10-24-2005, 06:18 PM
OK m8, will give it a try and report back, thanks for the help

[SAS]==Colster==
10-27-2005, 08:46 PM
OK tried adding the model line back in but I get a crash when loading the map saying the model isnt pre-cached.

I tried moving the dod_capture_area's z value up a bit and offsetting from the flag by changing x, then y then both of them.

Still get the same problem, the flags appear but nothing happens when you run through.

If you wanna take a look that would be great, the map is dm_runoff from HL2DM.

I thought from the first time I played the map in HL2 that it would make a good DoD map as the ground level is basically U shaped so two natural places to spawn the opposing teams, with the large open space between good for rifles but due to the cover also possible for smg/heavy too, then you also have the building which links both ends of the "U" for more intense close quarter combat (although I also cant get the ladders to work!)

cheese-sarnie
10-29-2005, 06:29 AM
hi
i've had a quick go and i can't get it to work either...doh!
i can use that method for any of the maps i've made and it works, so i have no idea what's up.
there must be some mod specific tweak you need to make.

i could do it properly and whack it into hammer, if you let me know where / how you want the flags setup, i may yet be able to help. i could at least sort out the ladders and dodgy ground sprites.

[SAS]==Colster==
10-29-2005, 04:04 PM
Cheese-sarnie, ur a star.

I hadnt got as far as final placements beyond spawns and middle but I will work it out.

Would you rather a ent file with a hashed attempt of dod_capture_area etc or just coords?

Either way I will do the spawns for you so u can just copy and paste those in, if u can suss the ladders too I feel sure numerous members of our clan would wish to attend to your every desire and you would be deified as well.

The only HL2DM map I have managed to really make playable in a dod sense of the word, was crossfire as the air strike slaying makes a neat objective, you should pop over and try it sometime.

I'll be in touch and thanks for all the help

cheese-sarnie
10-30-2005, 02:29 AM
hi
just the coordinates will do.
think about how you want the flags to work ie:
run through or timed,
1 or 2 player caps etc.

i've already fixed the ladders and changed the ground tex :)

also having run about in it, i think it could do with some spawn protection.
maybe build a rubble ramp the tunnel end and put the other sides' spawns behind the fence the other end.

[SAS]==Colster==
11-08-2005, 05:25 PM
PM sent with necessary info, thanks m8

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