I am making a Jailbreak map and I need help.

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Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
I will require some assistance on these ones.

First things first,I have added some details(prop_detail) in my map and they appear as errors!

(Imagine there is a MeeM instead of that error.)
a603bc00d3dd857f6dfc6ae21e370286.png


Also,the door of my armory is drunk.

ca8133afa698cdfcfd0e98431d2e7a54.png


And the jump rope I made isn't moving at all.

7b892225f6fa50b08c7baaf8a48c364e.png


I will want help for these and then ask you for other stuff I don't know about.
 
Last edited:

chemelia

yndersn't
aa
May 11, 2014
406
619
Prop_details can be a bit wierd sometimes, its usually best to just use prop_static and set to "No Collisions." As for the other things, a .vmf might be helpful to know what exactly the settings and everything are.
 

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
Prop_details can be a bit wierd sometimes, its usually best to just use prop_static and set to "No Collisions." As for the other things, a .vmf might be helpful to know what exactly the settings and everything are.

Here.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
prop_detail shouldn't be used in Hammer, they are for the material system/engine to handle. Map decorations should always be prop_static (or dynamic of physics, if applicable).

Is your door a func_door? Did you change the pitch/yaw/roll settings instead of the move direction settings? PYR should be left alone at 0. (oh, yes you did, I didn't see the VMF)

func_rotating doesn't work in TF2, you'll need to use a func_door_rotating or a momentary_rot_button.
 

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
prop_detail shouldn't be used in Hammer, they are for the material system/engine to handle. Map decorations should always be prop_static (or dynamic of physics, if applicable).

I did that.

Is your door a func_door? Did you change the pitch/yaw/roll settings instead of the move direction settings? PYR should be left alone at 0. (oh, yes you did, I didn't see the VMF)

So what's wrong?

func_rotating doesn't work in TF2, you'll need to use a func_door_rotating or a momentary_rot_button.

Ok,thanks for that.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
The pitch/yaw/roll for the door should be 0 0 0. That makes it appear as it is in Hammer. You have different angles set for it, and thus when the map loads the door is adjusted to those angles, making it wonky.
 

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
The pitch/yaw/roll for the door should be 0 0 0. That makes it appear as it is in Hammer. You have different angles set for it, and thus when the map loads the door is adjusted to those angles, making it wonky.

Nevermind,I deleted the old door and made a new one.
 

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
Sorry for the double post but I would like to do some settings to the armory door that I really don't get to make them work.

I would like the armory door to be opened by the BLU team from both sides (from inside and outside) and the RED team just from one side (from inside).
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
You need to use triggers (trigger_multiple) to make the door open/close, and set their filter to filter_activator_tf_team entities set to the correct teams.
 

henke37

aa
Sep 23, 2011
2,075
515
I think this scenario is complicated enough that you need to give the exact I/O needed. Because I can't, even after thinking about it. As far as I can understand you'd need some extra entity like math_counter to track how many of the trigger areas are occupied.
 

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
You need to use triggers (trigger_multiple) to make the door open/close, and set their filter to filter_activator_tf_team entities set to the correct teams.

I already did that and it didn't work.
 

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
Would you please do the same on how to make a TF2 ladder?
I can barely understand anything from Valve's developer wiki.
 

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
Ladders do not exist in TF2 code. You can fake them with really thin stairs, but you climb those extremely fast.

I was talking about this.

I can barely understand what wants me to do without some pictures or something.
 

fauks

L2: Junior Member
Jul 7, 2013
68
17
Place a ladder prop.

Create brushes 16 unit high, 1 unit deep, X units wide (to match the width of the ladder). Apply a playerclip texture.

That is 1 step in the staircase. Copy-paste it to make the staircase.

Players will now be able to zoom up it by simply walking.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Ha ha wow, some moron actually tried to insert hotlinked images into a wiki. If I didn't think that putting ladders in TF2 was a terrible idea and that nobody should ever do it, I might be inclined to try to fix that.
 

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
Place a ladder prop.

Create brushes 16 unit high, 1 unit deep, X units wide (to match the width of the ladder). Apply a playerclip texture.

That is 1 step in the staircase. Copy-paste it to make the staircase.

Players will now be able to zoom up it by simply walking.

Something like this?
8ca1118977dc2636278d9ee2b74abf37.png
 

Yoshii1999

L1: Registered
Aug 20, 2014
1
1
Trigger_Push

Something like this?

Hi, i am a kinda experienced TF2 jailbreak mapper (i created the fresh map ba_jail_WiP). Most jailbreak maps dont use this kind as ladder. I think there is a better TF2 ladder. Most ladders are made out of trigger_push brushes.

The trigger_push is set to push up, with a force of 1000. This makes the players only go the ladder up if they jump. Its not too slow and not too quick. Thats my recommendation. :)