[Tutorial] How the halloween stuff works

martijntje

L8: Fancy Shmancy Member
Aug 2, 2009
539
334
I've been a bad boy and decompiled koth_harvest event.
(to allow vmex to decompile it, just unselect overlays)

Download the decompiled version of koth_harvest_event here

attachment.php

The ghost
basicly the ghost is part of the map, so yes, you too can have it in your map.
basicly it is a train: [ame="http://forums.tf2maps.net/showthread.php?t=8419"][Tutorial] The Train - TF2Maps.net[/ame]
a prop_dynamic is parented to the train wich model is a ghost.

The magic of the ghost is in the trigger_stun parented to the train. this is what makes you "scared". add these values to your trigger stun to make it work
attachment.php

most of these values should make sense.
fun fact: setting stun_type to 1 gives you sandman-stun
(you could make a taunt-kill only map by covering your map with this trigger)

for more detailed information, beneath the map is a seperate room in wich most of the ghost stuf is.

more detail information to come on the ghost. (have to do some tests)


attachment.php

Exploding pumpkins
You need two entities, a entity_spawn_manager and a entity_spawn_point
you need only one entity_spawn_manager and one entity_spawn_point for each of the pumpkings.

because I am a bit lazy, here are screenshots of what values you need. (ignore hammerid)

the values needed for the enitiy_spawn manager
attachment.php


the values needed for each of the pumpkins
attachment.php

for those of you who want more information on exploding pumpkings, fearlezz also figured otu how to make exploding pumpkings.
[ame="http://forums.tf2maps.net/showthread.php?p=118648#post118648"][Tutorial] Explanation of the exploding pumpkins - TF2Maps.net[/ame]


Non-respawning pumpkins
these pumpkins are like regular pumkins exept once they explode they dont respawn.
it is pretty simple, just create a tf_pumpkin_bomb entity

Now go make some scary maps

p.s. screenshot were taken from a modified verson of koth_photofinish_b1 wich is incredibly outdated
 
Last edited:

Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
You beat me too it :(

Edit:
Better explanation of the pumpkins
[ame="http://forums.tf2maps.net/showthread.php?p=118648#post118648"][Tutorial] Explanation of the exploding pumpkins - TF2Maps.net[/ame]
 
Last edited:

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
So in this halkoween thing to the hats go away afterwards ???

Hope not it's my only hat
 

Washipato

L3: Member
Jun 22, 2009
149
331
Thanks martijntje!

Now, what I really want to know is how a room gets darker when the ghost appears in it
 

Washipato

L3: Member
Jun 22, 2009
149
331
That's just standard toggled lights. :/

:O

I thougt that those were dynamic lights. I should do more research before asking those questions :facepalm:.

Do someone know how much damage does a pumpkin? It's possible to spawn other entities like rockets or health packs with a entity_spawn_manager?
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
I wonder if you could use the custom-ctf-flag trick (before Valve made it easy) to make "pumpkin bombs" that have an arbitrarily different model.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
This is pretty sweet.
 

martijntje

L8: Fancy Shmancy Member
Aug 2, 2009
539
334
:O
Do someone know how much damage does a pumpkin? It's possible to spawn other entities like rockets or health packs with a entity_spawn_manager?

The pumkins do about 140 damage, less if you dont stand directly next to one

I think you can spawn enything you could also spawn with ent_creat ingame. I am figuring out how to spawn sentries fully working. currently It can spawn sentry, but they are bluprint wich need a engineer to build them.

spawning health kits is possible, this way you have more control over the healthkits.

rocket unfortuanatly doesnt work, the entity name is tf_projectile_rocket if you want to know. they just hang in the air/wall/floor and dont move nor explode

200th post :)
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
I think you can spawn enything you could also spawn with ent_creat ingame. I am figuring out how to spawn sentries fully working. currently It can spawn sentry, but they are bluprint wich need a engineer to build them.

I'm looking for an output that allows me to access them so that we can spawn dynamic props too.
 

martijntje

L8: Fancy Shmancy Member
Aug 2, 2009
539
334
I'm looking for an output that allows me to access them so that we can spawn dynamic props too.

I would too like that for my supersecretproject, about wich I wont tell much until it reaches rc.

the command ingame you can use is
"prop_dynamic_create props_hydro/dumptruck.mdl" to spawn a truck from hydro
 

martijntje

L8: Fancy Shmancy Member
Aug 2, 2009
539
334
Spawn managers can make flags.
yup, read my previouse reply, they can spawn anything you can also create with ent_create.

to prevent this discussion going on to long
you can also create
-healtkits/ammokits
-flags
-(not fully working) sentry/dispenser
-spawnpoints
-companion cube (if you have portal)
-npc's