help me out please?

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Bockagon

L3: Member
Jul 15, 2009
147
72
I have a few questions about things that I can't figure out for the life of me :(

First I'm completely stumped on areaportals. I started doing basic optimization to my new map CTF_Keepaway so i looked up some tutorials on areaportals. I figured I'd start simple and place them in all the doors in my map. When I try to compile this though I get an engine error that says something like numareaportal (I don't remember the exact text). I did remember to link them to open and close with the door. This really has me confused :confused:.

There's one other issue that I need to solve to make my map work properly. In Keepaway teams score by having the flag in their possession when time runs out. The major flaw of this is that if the flag is moved somewhere and then dropped and not held by anyone when time runs out, it just stays there, potentially giving a team a MAJOR advantage when everyone respawns. I need to either make the flag reset or send the game into sudden death when the team_round_timer runs out and no one is holding the flag. I have no idea how to go about doing this though :confused:

One other more minor issue is that I need to edit the text on the chalkboard thing that players see before the game starts. This is probably simple to do but my search for how to do it has come up empty thus far.

Any help would be greatly appreciated.

Thank you.
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
You need to add an output onmapfinish for the flag and set it to return.

Your area portal issue is easy. Areaportals work kinda like thier own little map so if you have any opening to a building you want to have an area portal in you need to fill all the openings to that building or room. Also area portals have to be touching geometry not func details, props or displacments.
 

Bockagon

L3: Member
Jul 15, 2009
147
72
You need to add an output onmapfinish for the flag and set it to return.
The map doesn't technically finish though. What happens is that a team_round_timer sends an output to game_forcerespawn which then resets the timer. The round technically never ends it just gives the illusion that it does. I don't think that will work.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Once you have made the text file mapname_english.txt
It is advised to pack the files into your map using BSPZip, PakRat or a similar program, otherwise, your files won't be downloaded while connecting to a server running the map, hence your briefing will not appear on other clients.
 

Bockagon

L3: Member
Jul 15, 2009
147
72
I pakked the txt file into the bsp file with PakRat (several times actually) and it's not working properly. I still get the default "to win a point take the enemy intelligence back to your base..." when I load the .bsp in TF2
 

Bockagon

L3: Member
Jul 15, 2009
147
72
bump for help
I don't think I need areaportals, the map is very small and compile has never taken more than 3-5 mins. I nodraw'd and func_detailed everything I can think to do it to and I added a few hint brushes. I think this should be good enough (at least for now).

As for dropping the flag I think I have a few ideas to make it work but i haven't tried them yet.

Editing the mission briefing is really annoying me. I made the .txt file but I can't get it to pack correctly. When I launch BSPZip CMD opens and closes instantly. This happens with all the tools that come with the SDK that run through CMD. I tried PakRat and I thought that worked but then I loaded TF2 in a single player game and still got the default CTF briefing. Nothing I've tried has worked so far.

Help is greatly appreciated and I will credit you if you can help me figure this out.