Tutorial Request

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shaneod

L1: Registered
Feb 16, 2010
17
3
Hey guys, I decompiled tr_training earlier and I noticed new entities like the messages and bot spawners
Can somebody give me a guide on how to use them?
I suck at SmartEdit
 

WilliamBoo

L1: Registered
Aug 12, 2009
6
3
The L4D style signs that point to a certain point in the map are done with the point entity "training_annotation".

You can copy them from the decompiled map if you want a ready made one, but from what I can see, there's only 3 important keyvalues and 2 inputs.

training_annotation
targetname - to 'name' the entity in the input/output system.
lifetime - the lifetime of the annotation (set it to -1 for it to stay visible until commanded)
display_text - The devs used calls from the tf_english file to get the instructions in the training maps, but your basic text will work here too (I think if you type "\n" you get a new line, but I've not tested it).

This was in the tf_english file:

//training
// Some of these training strings have control characters embedded to set colors.
// The control characters can be copied and pasted in notepad.
// = 0x01 (SOH) - Use default color from this point forward
// = 0x02 (STX) - Use hint color from this point forward (HudTrainingHint in ClientScheme.res)

You can also call pre-written lines in different languages by putting stuff into the display_text field, for instance if you put:

#TF_Training_SpaceToContinue
it would show in game as
"Press Spacebar to continue"

you can find other calls at the bottom of the tf_english text file in the 'team fortress 2 content.gcf' under the resource folder if you want them to support multiple languages at the cost of less flexibility.

The two fairly simple inputs are simply "Show" and "Hide" though they'll come up as broken in the hammer editor (due to the lack of a new .fgd) they'll work in game fine.
 
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WilliamBoo

L1: Registered
Aug 12, 2009
6
3
I'm not sure, but I think bot_generator creates bots when told to via hammer input and bot_action_point is a point in the map where bots will naturally walk to and stand still for a certain ammount of time.

I've also attatched an example map showing the basics of the training_annotation entity and a few things it can be used for.

Should I make a seperate topic for this stuff?
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
I'm not sure, but I think bot_generator creates bots when told to via hammer input and bot_action_point is a point in the map where bots will naturally walk to and stand still for a certain ammount of time.

I've also attatched an example map showing the basics of the training_annotation entity and a few things it can be used for.

Should I make a seperate topic for this stuff?

Very helpful, You can if you want too. I'm going to have a try at tying these to flags so you can see where the flag is throughout the map.

Edit: You can't parent the training_annotation to the flag ;~;

trflag0000.jpg
 
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Passerby

L2: Junior Member
Mar 27, 2010
99
15
hmm i wounder if there is a way for the user of the map to turn them on and off?

it could be a good way to teach people new gametypes but would also get annoying after you played the map a few times
 

shaneod

L1: Registered
Feb 16, 2010
17
3
Ok
I've managed to make a sniping map. Try and kill the scout...
My sniping map has the same stuff tr_training has so I don't see a need in posting it
You're going to have to set mp_teams_unbalance_limit to 0 before loading the map or it will autobalance the bots

EDIT: Damn. You beat me to it