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CSReloaded Forums  |  General Category  |  Mapper's Delight (Moderators: slightcrazed, Grounded)  |  Topic: Entity Help
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alt0191
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Entity Help
« on: March 13, 2005, 09:13:38 PM »
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I have finally created my first complete map, it is basically a fun map. I seem to be having a problem with the ambient_generic starting over every round. I also don't know exactly how to make sure weapons dont carry over to the nextround. Seems to me that it crashes when people drop a weapon right away at spawn. I think i may have fixed that with multithread but im not sure. Tutorials seem to be getting more and more scarce these days with source released. Really its just the entities that I dont find enough in depth information on. Compiling for 40 minutes to find that i havent fixed a 2 second tweak is highly aggrivating. Any help would be greatly appreciated. Thanks

im using zhlt and the expert fgd with hammer 3.5
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TheeKiller
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Re:Entity Help
« Reply #1 on: March 13, 2005, 09:55:11 PM »
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um i havent seen you around before so just saying "hey".

There are some pretty good mapping guys on this server, im sure you can get a responce soon!
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PanchoDaz
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Re:Entity Help
« Reply #2 on: March 14, 2005, 03:16:25 AM »
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whatever you do dont take any advice from Grounded - he knows NOTHING, NOTHING I TELL YOU 

ok so he knows a small amount - but most of his maps only work because of snowman magic and not because of any skill......   
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Re:Entity Help
« Reply #3 on: March 14, 2005, 07:02:44 AM »
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Quote from: alt0191 on March 13, 2005, 09:13:38 PM
I have finally created my first complete map, it is basically a fun map. I seem to be having a problem with the ambient_generic starting over every round. I also don't know exactly how to make sure weapons dont carry over to the nextround. Seems to me that it crashes when people drop a weapon right away at spawn. I think i may have fixed that with multithread but im not sure. Tutorials seem to be getting more and more scarce these days with source released. Really its just the entities that I dont find enough in depth information on. Compiling for 40 minutes to find that i havent fixed a 2 second tweak is highly aggrivating. Any help would be greatly appreciated. Thanks

im using zhlt and the expert fgd with hammer 3.5

1) ambient_generic - are you saying you want this to start over every round or you want it to keep playing without restarting? I don't think it's possible to prevent the sound resetting every round.

2) stop weapons carrying over - create a func_door in a separate, inaccessible room and set its target to round_reset. Create 2 multi_managers in the room and call one equip_ct and the other equip_t, making sure both are multithreaded. Create a player_weaponstrip and call it strip. Create 2 game_playerequips and call them ctequip and tequip, setting up CT equip so it gives a knife and a usp and tequip so it gives a glock and a knife. Now create a brush (covered with AAA texture) that covers all of your CT spawn points and make it a game_zone_player. Call it round_reset and set its Target for IN Players to equip_ct. Do the same at T spawn except set the game_zone_player's target for IN players to equip_t. Finally go back to your multi_managers, pick the one called equip_ct and turn off SmartEdit. Add the following:

strip 0.1
ctequip 0.2

and the following to equip_t:

strip 0.1
tequip 0.2

That should do it, although some of these entities are a bit dodgy, particularly game_playerequip.

Now what happens on round start is the func_door is triggered automatically, causing the game_zone_players to fire. The cts inside their zone trigger the equip_ct multi, making them lose their weapons and gain a usp and knife, while the ts trigger equip_t making them lose their weapons and gain a glock and knife. Of course you can play around with the game_playerequip settings to give each team whatever weapons you want

3) 40 minute compiles - if you realise that you made a mistake with the settings of a certain entity you can change them without recompiling. A program called ripent comes with ZHLT and you can use it rip a text file of entities from any bsp, modify it, then import it back in.

Hope that helps
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alt0191
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Re:Entity Help
« Reply #4 on: March 14, 2005, 08:02:53 AM »
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Hi all. Zeus sent me this way, said you guys are awesome and help would be plentiful here.

As far as the sound goes. Right now i had it set to a trigger with the multimanager. I really dont care how it works as long as the sound continues to loop and restarts everyround. As of now it works for the first round, but after that it doesnt start up again.

As far as the players weapons being fresh every round, much more complicated than what i have now. So i will have to work on that one. Thanks again, i'm sure I will be in need again soon.
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Re:Entity Help
« Reply #5 on: March 14, 2005, 08:10:36 AM »
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What you need is a sound editing program like Goldwave. Open your wav file in that and go to Tools->Cue Points. If you want the wav to loop endlessly you need a cue point at the start of the file.

Now in your ambient_generic the only flag you need to set is either Play Everywhere or one of the Small/Medium/Large Radius ones. Leave all the others unchecked and you should be set.

The setup for player weapons I gave is probably not the bare minimum you could do it with, but it's the first thing that came to my head!
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Enialator
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Re:Entity Help
« Reply #6 on: March 14, 2005, 09:46:07 AM »
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The Rust map Grounded has a song that starts over every round?  If that can be of any help, other wise you speak foriegn language, that mapping jargin make me skull hurt!
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CSReloaded Forums  |  General Category  |  Mapper's Delight (Moderators: slightcrazed, Grounded)  |  Topic: Entity Help
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