working DET packs and Objective points

07-03-2006, 10:18 PM
Okay, haven't had alot of time for this tutorial, here is something really basic.

But, here is a small vmf file I created using entites straight from Colmar.

I have also added in the same file a wall that is destroyable by use of a det pack. Just compile the map, have a go, watch what happens, then open the vmf file in Hammer, look at the entities and models. Look at the names, properties and inputs and outputs, I'm sure you'll figure it out.

There are 2 extra flags at either end of the destroyed vehicle, they do not appear in the map, these are important as they stop the game from auto winning as soon as you join the map.

I have seperated the Tanks Proper model, and the tanks destroyed model so you can see how it is done, in game these models should be directly over one and other so that it doesn't look odd when it is destroyed.

The inputs and outputs seem as though they have errors. They are not errors, it is just coding that hasn't been put into hammer yet (it is in the HL2 engine though).

The only other thing to play with is the angles of the det packs, they appear in hammer as "obsolete" so you cant really tell which way they face, its all trial and error for me when it comes to these angles LOL.

Have fun with the new mode and i hope you like the example vmf file.


07-04-2006, 02:34 AM
Thanks this clears up a couple things. Now I am trying to create a Timer Attack Defend like Jagd, do you know how to do it that way?

07-04-2006, 05:25 AM
Haven't looked at this as yet, but if you look at the master dod control point entity you can specify a round timer. Shouldn't be too hard to set, just make the default owners of the obj points All Allies or All Axis.

You'll have to play with the hidden flags, not sure whether removing these will cause an auto win.

Again, I'll have a look and see if I can create a vmf file with example in it.


07-07-2006, 05:03 AM
couldnt you just set the info_doddetect to have a timer on, and when the timer runs out the specified team wins?

07-07-2006, 05:27 AM
players wouldn't get the timer in the HUD then
not to mention the control point round timer does exactly what you want it to do :)

07-10-2006, 09:33 PM
now, for the bombing_team, would 1 or 0 be for both teams?

07-13-2006, 08:00 AM
I use "0" and it works for both teams,

The bomb placements show up with Yellow highlights for Axis and White for Allies, but both teams can plant and disarm them

(you can even disarm your own teams... LOL)

08-08-2006, 09:37 AM
I'm not entirely sure about how we should prevent instant wins on Jagd-style offence/defence maps. If I make a hidden cap point, the game can't be won!

09-12-2006, 10:54 PM
what exactly loads the bomb hud icon either for axis, or allies , or both ?

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.