Empires Specific Mapping Entities

Discussion in 'Mapping' started by Evan, Nov 12, 2007.

  1. Evan

    Evan League Commissioner

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    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
     
  2. Solokiller

    Solokiller Member

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    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.
     
  3. Silk

    Silk Mapper

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    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?
     
  4. KILLX

    KILLX Banned

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    Because there new Empires 2.0 entities...
     
  5. arklansman

    arklansman Member

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    I think Evan is confusing models with entities. :P
     
  6. Evan

    Evan League Commissioner

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    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
     
  7. Solokiller

    Solokiller Member

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    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.
     
  8. Silk

    Silk Mapper

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    Woohooooo !

    We should come together some time and make babies
     
  9. Solokiller

    Solokiller Member

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    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.
     
    Last edited: Nov 18, 2007
  10. Silk

    Silk Mapper

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    Evan, make backups, this is GOLD and should never be forgotten !
     
  11. Evan

    Evan League Commissioner

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  12. arklansman

    arklansman Member

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    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.
     
  13. Solokiller

    Solokiller Member

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    They're in the full install.
     
  14. Jcw87

    Jcw87 Member

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    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.
     
  15. Solokiller

    Solokiller Member

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    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.
     
    Last edited: Nov 18, 2007
  16. Evan

    Evan League Commissioner

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    I updated the one im hosting
     
  17. Jcw87

    Jcw87 Member

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    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.
     
    Last edited: Nov 18, 2007
  18. Solokiller

    Solokiller Member

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    It's Enabled in the standard fgd i have, changing.

    Linky
     
    Last edited: Nov 18, 2007
  19. Jcw87

    Jcw87 Member

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    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
     
    Last edited: Nov 18, 2007
  20. Solokiller

    Solokiller Member

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    You fooled me there, i checked slaughtered and it had both Enabled and startdisabled.
    If you removed the old version, download it again.
    Linky
     
    Last edited: Mar 21, 2009

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