- Jul 10, 2011
- 355
- 299
I've set up my Payload gametype correctly in my map ([/shamelessplug]), the bomb works, time is awarded correctly, etc. However, I hit a snag on a couple issues:
1. For some reason, the RED base always plays the "Bomb Near Goal" alarm sound, even when the bomb is nowhere near the goal. I copy and pasted the gametype from ABS's library, and I have no idea where the entity playing the sound is. I assume it's an ambient_generic near RED base, but I can't find it for the life of me. There are only 3 ambient_generics located near RED base, a short "beep", a "cart falling" noise, and an explosion noise. All have the "Start Silent" flag checked. Is this handled somewhere else, by the gametype, perhaps? If so, what's causing it? Or is there an entity that I somehow missed?
2. When the bomb is inactive for 30 seconds and "reverses", it literally turns around 180 and reverses. It doesn't face one direction like it does in the Valve maps. Sparks still fly out the back and everything. The only modification I've made to the bomb was setting the "Change Angles" in the func_tracktrain to "Linear Blend", as the bomb was "jumpy" when it came to corners. Could that be the reason why? If so, what would you suggest to improve how the bomb handles around corners?
3. This really isn't an issue with gameplay as much as it is aesthetics. How does one "blend" floor textures within a building? I change from a spytech tile to a light concrete, and again from the light concrete to a darker concrete, all within the same building. Each time I transition, it feels a little jarring. I have doorframes that aid when my walls change texture, but the doorframes sadly don't cover the floor.
4. This is another aesthetic issue, but how does one make ceilings look nice? What textures do you use? The shots I keep seeing are for the 2fort or Dustbowl-style "farm" bases, whereas this is an intermodal yard and thus has more of an "industrial" look. The only thing I can really see that may look nice is to have vents/ducts in areas with high ceilings and florescent lights in areas that warrant them.
Many thanks!
1. For some reason, the RED base always plays the "Bomb Near Goal" alarm sound, even when the bomb is nowhere near the goal. I copy and pasted the gametype from ABS's library, and I have no idea where the entity playing the sound is. I assume it's an ambient_generic near RED base, but I can't find it for the life of me. There are only 3 ambient_generics located near RED base, a short "beep", a "cart falling" noise, and an explosion noise. All have the "Start Silent" flag checked. Is this handled somewhere else, by the gametype, perhaps? If so, what's causing it? Or is there an entity that I somehow missed?
2. When the bomb is inactive for 30 seconds and "reverses", it literally turns around 180 and reverses. It doesn't face one direction like it does in the Valve maps. Sparks still fly out the back and everything. The only modification I've made to the bomb was setting the "Change Angles" in the func_tracktrain to "Linear Blend", as the bomb was "jumpy" when it came to corners. Could that be the reason why? If so, what would you suggest to improve how the bomb handles around corners?
3. This really isn't an issue with gameplay as much as it is aesthetics. How does one "blend" floor textures within a building? I change from a spytech tile to a light concrete, and again from the light concrete to a darker concrete, all within the same building. Each time I transition, it feels a little jarring. I have doorframes that aid when my walls change texture, but the doorframes sadly don't cover the floor.
4. This is another aesthetic issue, but how does one make ceilings look nice? What textures do you use? The shots I keep seeing are for the 2fort or Dustbowl-style "farm" bases, whereas this is an intermodal yard and thus has more of an "industrial" look. The only thing I can really see that may look nice is to have vents/ducts in areas with high ceilings and florescent lights in areas that warrant them.
Many thanks!