Some questions

Nov 14, 2009
1,257
378
OK, so I have been saving up some questions that I have been unable to figure out for the last few days:
1. How do I setup an "Invade" CTF mode. I want to have one nuetral flag, and two places to capture it.
2. How do I make stuff glow?
3. How do I make rain?
4. After the rain, I would like it to be raining outside, on skylights. Is there any way to restrict where rain falls, or what it looks like on windows?
5. What is the material for bulletproof glass? For some reason, I just cant find it :p

Thanks in advance!
 

Spammish

L3: Member
Jan 2, 2010
117
34
1. Don't know, if you look around it's somewhere, if not, I'm sure someone'll help.
2. Depends how you want it to glow, assigning an env_sprite to it will make it glow but it may not be what you mean.
3. Info_particle_system, there's more to it but I haven't got to that yet.
4. You can control it, to a certain extent, search for "Weather with collisions", this might have those abilities
5. Bulletproof glass can just be a brush textured in a glass texture.
 
Nov 14, 2009
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I just found this thread, but I am still not sure how to place the rain in my map :p

EDIT: And by "glowing" I mean like the doomsday device in Nucleus.
 
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T

The Asylum

OK, so I have been saving up some questions that I have been unable to figure out for the last few days:
1. How do I setup an "Invade" CTF mode. I want to have one nuetral flag, and two places to capture it.
2. How do I make stuff glow?
3. How do I make rain?
4. After the rain, I would like it to be raining outside, on skylights. Is there any way to restrict where rain falls, or what it looks like on windows?
5. What is the material for bulletproof glass? For some reason, I just cant find it :p

Thanks in advance!

1. Just put one item_teamflag, and set it's team to neutral. It'll appear in game as a white briefcase. For the cap zones, just make two func_capturezone brushes, assign one to RED and one to BLU

2. Like what? Lights, props? what did you have in mind?

3. Make an info_particle_system, set it's angle to Down. In the particle name field, put this: env_rain_001

That'll make a section of rain that you can duplicate wherever you need it to be. env_rain_ripples creates ripples

4. ^^

5. Any glass texture. except for Playerclip, all textured brushes are bulletproof. There's also a texture in there that is named bulletproofglass if you want to use that
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
You don't have to set the angle of the particle system down.
 
T

The Asylum

You don't have to set the angle of the particle system down.

Really? Is it set to fall downward be default then? I've been fiddling about with the angles field and have created slanted rain, but haven't done straight rain myself.
 
Nov 14, 2009
1,257
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Another question: How do I set the mode to CTF, and make it so three caps wins?
Alright, about the 'glow', I mean similar to the doomsday device in Nucleus.
Thanks for all your help, I have a map full of rain, trains, and an invade CTF!

EDIT: Another question: I am interested in making my capture zone move on a train (slow moving train), but do I just parent the zone to the train car that I want? Also, how to I make a train move baaaaack and forth, repeatedlly.
 
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Nov 14, 2009
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OK, three new question:
1. How do I make powerlines, electric lines etc...
2. I have an area that is inaccesable except to those who climb onto a catwalk, or rocket/double jumpers. The problem is, I forgot to make a way for those who drop down. How could I make it so, when someone is standing on the platform (think Steel), 4 walkways extend for them to get off.
3.Damn I forgot my third question. I'l update the post when I remember.
 

martijntje

L8: Fancy Shmancy Member
Aug 2, 2009
539
334
1. http://developer.valvesoftware.com/wiki/Rope
2. Either make it inaccesable or just let the rocket jump back. your suggestion seems a bit weird.

about the glow: it is a model, but you can use particle effects as well. You would have to custom make these for your level

the cart: just parent it, it will work just fine.
If you have only two points on your track (aka a straight line), say point A and point B
set the next point for point A to point B
set the next point for point B to point A
If you have multiple points, make a path that sits over the original one but goes the other way
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
The glass texture confused me too, look up glass in filters, its going to be the one that looks like 4 little squares with a black cross through it
 
Nov 14, 2009
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2. Either make it inaccesable or just let the rocket jump back. your suggestion seems a bit weird.

The problem is, it is an Invade CTF mode, where you must take "the long way" if you are non scout, demo or soldier. The intel is over a pit, and there are various catwalks that run above the pit. No matter, I have found a better way to fix it: places where tunnels run from UNDER the pit, leading up to the ground. Fixes the problem gracefully if I do say so myself.

EDIT: Alright, another question!
I was trying to place the aforementioned tunnel, when I realized that I would have to use the 'Carve' tool, which there is an unspoken rule not to use. Furthermore, even if I wanted to, I cant carve a displacement. How can I make it so a tunnel can be made, opening up onto the mid-bottom of a pit?
 
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Nov 14, 2009
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OK, to clarify what I am talking about:
screenshot004dz.png

That is a screenshot of what I am working on. The numbers are as follows:
1: Catwalk
2: Intel platform suspended over pit...BY MAGIC!
3: The platform going under so non RJing classes can get out once they have jumped down. THe problem is, is that it intersects my distortion, and I cant "carve" it out.
 
Nov 14, 2009
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Alright, I am going to bump this, since I dont feel like makeing a new thread with new questions:

I am curious as to how I go about placing particle effects in my maps. Thanks.
 
Nov 14, 2009
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I was just looking at the decompiled version on Nucleus, and I couldnt find anything regarding particles on the doomsday device, but if I place it in my map, there are no particles. What am I doing wrong?

OOH OOH! New question! I would like to make it so, when the intel is picked up, then a route opens or closes. How do I do this?
EDIT2: And by route, I mean a 'bridge' a la steel moves out or in.
 
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Nov 14, 2009
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I have a new, easier to answer question. Whenever I make a skybox, it seems to duplicate it's self. For example, when using the "night" skybox in the Swamp Theme, there are two moon, displaced over eachother. How do I fix this?