Jumpmaps: non-shootable surfaces and silent regeneration

FloofCollie

I really suck!
aa
Nov 5, 2016
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669
Hey, so, I was inspired by the amazing Drexen to try my hand at making jumpmaps to get into mapmaking for TF2, and it's a ton of fun. That said, I've encountered a few niggles:

I followed Afterglow's YouTube tutorial on making jumpmaps and have a combination of a func_regenerate and a trigger_hurt (with a damage value of -300) stretched across the entire map.
The first problem is that, due to the func_regenrate being everywhere a player goes, that constant resupply sound is played each time. Is there any way to mute it?

Second one is, I've played jumpmaps where some surfaces cause rockets and other projectiles to disappear entirely, forcing players to use certain bits of geometry to pass a challenge. How's that done?

Thanks in advance! ^^
 

sooshey

:3c
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Jan 7, 2015
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I used to play on a jump server that regenerated health and ammo with a server plugin, but i don't know what it was called. I don't think there's a way to mute that sound unfortunately.
The surfaces in your second question are, if i had to guess, playerclip with a solid texture. It will block players but projectiles and bullets will go through. Keep in mind this will not seal your map so you'll need a world brush farther behind it.
 

FloofCollie

I really suck!
aa
Nov 5, 2016
600
669
Thanks, guys! I think a different method was used for the non-shootable surfaces (since the rockets seemed to disappear entirely, without a smoke trail following through the wall) but this could also work!

As for the resupply closet deal... I guess every jumpmap had to do that? Okay, time to open Audacity~
 

henke37

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Sep 23, 2011
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Don't need to include a new sound file. What you need to do is to edit the sound script to point at an already silent dummy sound file. And pack the sound script.
 

Fragancia

L2: Junior Member
Feb 22, 2013
91
33
This post from @Freyja should help you with making the func_regenrate silent.
You don't need to make sound files.

To do this (it works for any sound in the game) you make a cp_yourmap_a1_level_sounds.txt and place it in the same directory as your map. The name before _level_sounds.txt must match your map filename. You can pack this file when you're done.


In the level_sounds.txt file, this is all you need:

Code:
"Regenerate.Touch"
{
"channel""CHAN_ITEM"
"volume""VOL_NORM"
"soundlevel""SNDLVL_NONE"
"pitch""PITCH_NORM"
"wave""vo/null.wav"
}

It changes the Regenerate.Touch sound into a null.wav (quiet soundfile).

If you set it up correctly this will stop the regenerate sound (it stops ALL regenerate sound though, you can't differentiate).

EDIT: I remembered that func_nogrenades exists so you can use that instead.

As for making surfaces remove rockets, one thing comes in mind, use a trigger_multiple to coat the surface you don't want rockets and you need a filter_activator_class entity and set the filter to tf_projectile_rocket and give it a name, go to the trigger's keyvalues and find filter name, put in the name for the filter you made, also make sure you go the flags and check the Everything checkbox including physics debris.

Next you need to setup some inputs and outputs on the trigger, give it a OnStartTouch output followed by the tf_projectile_rocket, give it the input Kill and that should be it.
 
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