Hi. I'm putting together a one-stop-shop empires media site: http://files.empiresleague.com/ Are there any empires specific mapping entities to go up there? I've included hornyrabbit's model pack that kazuhiro sent me. Also, anyone have finished custom maps I can host? Thanks
There's a few new entities that aren't in the current FGD, i should make a list of them. I'll do that when i get home, i'm in school now.
Ah i love my time schedule, i don't have to go to school on mondays this year . But i don't understand why these entities, if they are empires specific entities (or even if they're not), are not in the fgd?
Haha I don't know how to map. Just send me crap that mappers might want to use so I can make it available to them
I'm making a new FGD, which should make it a bit easier to make maps, with all the entities i know of added in.
New FGD: Linky Added: -prop_physics_respawnable Prop respawns after set delay. -func_ladder Brushbased ladder, blocks vis. Use tools/toolsinvisibleladder on the brush, tied to func_detail instead. -filter_activator_team Used to filter between BE and NF. -emp_comm_restrict Prevents Comm building inside volume, does not have team selector (not that i know of) -Func_vehicleclip blocks vehicles. Comes with special, one time only enable/disable inputs, not tested, but but is listed in the HL2 version of the entity. -BE/NF MG/ML turrets Model changes when level is set. -All BE/NF buildings removed useless "model" keyvalue, you can't change the model anyway. Was probably used to display the model in hammer. Also added OnKill output to all buildings, i'm not sure if it'll work, but it's worth a try. The BE/NF ammo/health crates still have a "model" keyvalue because i'm not sure if you can change the model or not.
Shouldn't that FGD just be put in the full install anyway? Also, you should add the maintenance tunnel models, unless they are already in the full install.
I just tested these, the models on the BE turrets work, but the NF ones don't. Also, the setting has NO EFFECT in game.
I know why it happens. I've fixed it, download the new zip: Linky Krenzo used the keyvalue "level" in the code, but hammer won't change models unless it's "model", and i changed it to "model" to see if it would work. The fgd now works again, so you can place turrets in your maps, but it won't change models in hammer. The "model" keyvalue in hammer is also now gone, i instead used studioprop() to show the model. Unless i can tell hammer to change models with the "level" keyvalue, i can't have it change the model. Krenzo could change the name of the keyvalue, but that means that all current maps would need to be updated with -onlyents, in the worst case they would need a full recompile. It's better to keep it to "level", unless it's easy to have hammer change models with non-"model" keyvalues. It's times like these that Hammer needs plugin support.
On the emp_resource_point entity, the "Enabled?" entry uses the keyvalue "Enabled". I decompiled canyon to look at the entity, and it uses "startDisabled" and "Enabled". Maybe Krenzo can explain what what these keyvalues are doing? The FGD will need fixing, as the "Enabled" value alone doesn't allow me to make pre-built refineries that can be rebuilt after getting destroyed.
Well now the refs wont work at all... Just put it back to "Enabled" for now... thats what my old map is using. EDIt: bah, the damn refs were too close to the wall. the keyvalue is "Enabled". where did startdisabled come from? it should be removed from canyon. save a few bytes
You fooled me there, i checked slaughtered and it had both Enabled and startdisabled. If you removed the old version, download it again. Linky