a few questions unrelated to each other

Discussion in 'Mapping Questions & Discussion' started by theydidntnameme, Jan 25, 2009.

  1. theydidntnameme

    theydidntnameme L1: Registered

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    hi everyone. i have a few issues that i havent been able to solve in my map (which you can view here http://forums.tf2maps.net/showthread.php?t=5035 check it out if you have time!!;)). if you can answer any of the below it would help alot :)

    1. how do i allow the flag to be in the respawn room? i want the flags to start there (its like invade, you carry your own flag) but if you walk into your respawn room then you drop the flag. and if i remove the func_respawnroom then i can bring the flag in but everyone will complain that they cant change classes. :mad:

    2. how do i change the text that displays at the end of the round? whenever i use game_round_win it says 'color successfully defended until time ran out'. im not really using a standard gametype, ive just included the right combination of objectives that i need to get the hud to make sense. ;)

    3. are there any good tf2 prop models for buttons? so far for my rocket launch button i made a huge red cylinder. :mellow:


    4. how do i send a message to a (one) specific player? im using the territory control flags since they have no standard messages that interfere with my gametype. so whenever something happens to the flag i print my own messages out (like flag dropped, flag returned etc). :cool1: how do i send a unique message only to the player that picks up the flag? (to tell him and him only where to place it).


    5. how do i play a message for a specific player/team? since im not using a standard gametype, at the end of my first phase i want the announcer to tell the winning team that they won and the losing team that they failed. :blushing:


    thanks in advance for your time! and stop by if you have time to give feedback on my map layout :D
     
  2. Sgt Frag

    Sgt Frag L14: Epic Member

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    Well, for #1:

    You could just make the spawn room larger. have the flag by the door in an area not covered by the spawn trigger and have all the spawns behind that.
    I'm not sure if a player moves out of those bounds if they will die changing classes though.

    Or it could be a 2 room spawn.
    back room is spawn with door that opens when game is ready to start. So players can change class there.
    A door opens and they can move into second room with intel. Another door past that leads to gameplay area and blocks other team from coming in.

    For #3. TF2 doesn't have buttons 'cause you can't 'push' them. Shooting buttons kindof sucks. But you can just make a really small cylinder for a button. Use a small grid size before making said cylinder. Or make a square button. Just be sure to put a huge arrow that says 'push to launch' so people aren't confused/lost.
     
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  3. theydidntnameme

    theydidntnameme L1: Registered

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    THANKS FOR THE REPLY!!!!!!!!!!!!!!!!!!!:thumbup1:

    i already made the button. since its all made out of brushes i was hoping for a model so it would look more elegant. and its really huge and u can push it.. you just walk into it lol. i guess ill leave it the way it is for now. wont know how good it is until i can get it playtested. :thumbup:

    the only thing about the flag in the spawn is even if u make 2 rooms which are in the safe zone, i know someone out there will assume that the room with the flag is also a place to change class (since its part of the area blocked by the no_entry visualizer) so im just trying to cover all the bases. right now what ive done is i put the flag right outside the spawn room on the other side of the door. and the door has glass so you can see right from the get go that the flag is in front of you waiting to be picked up but you cant reach it yet :p


    now i just need some insight on the other questions.. for the text im also wondering if it can be done with game_text (i use game_text_tf). since game_text has a spawnflag for all players.. just wondering if there is potential there :drool1:
     
  4. Keirebu

    Keirebu L1: Registered

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    I don't know what kind of Concept your going for, But having the Intel or the Objected Right in the spawn of the Opposite team will not go well. One team would end up having to spawn camp the other team, And also the fact of having to go so close to there spawn, and trying to live, Will be pretty hard.
     
  5. maxtraxv2

    maxtraxv2 L3: Member

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    you could bind "use" to a key if wanna use button some surf maps have them
     
  6. theydidntnameme

    theydidntnameme L1: Registered

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    i know, but not every player who plays my map knows. also i have no problem with getting the button to function. it works perfectly. u just walk into it. the problem is i need it to look good, which is why i was looking for a good tf2-ey button model.


    its semi reverse ctf. you take your own teams flag to the capture point. thats why your flag starts off in your spawn. and the capture point is at an undisclosed location away from both spawns, so you dont have to go to the other teams spawn at all. :D


    im still trying to figure out 2 4 and 5. and 1.::p:
     
  7. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    1: simply no way to override the behavior of the func_respawnroom. I'd suggest just making a little spot outside of spawn for it to sit.

    2: I want to say this is linked somehow to the gametype and/or how the round end is fired. I'm not positive though.

    4: I think game_text is your only option, though it's ugly.

    5: it's rather complicated and messy: http://forums.tf2maps.net/showthread.php?t=4345
     
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  8. theydidntnameme

    theydidntnameme L1: Registered

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    the solution to #5 is most excellent!! :thumbup: this is the kind of solution i was looking for!! (not that i want a messy solution but its a solution!!)

    for #4, how do i go about doing this? is it also using a point_clientcommand and trigger multiples with filters?

    i guess ill have to simply live with #1. right now it looks ugly but once i can get this playtested then ill worry about making its perch a little prettier

    for #2 im assuming ill have to live with it until valve releases a patch.


    thanks for the help so far!! i just need to know how to do #4 with game_text and i will stop bothering everyone :lol:
     
  9. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    By default game_text displays to the player who caused it to be triggered. A flag must be set for it to behave differently (everyone).
     
  10. Icarus

    aa Icarus

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    #2:

    Using game_end entity to force a win will result in "...defended until time ran out"

    Capping all CPs will result it "...captured all control points."

    Capping the intel will result in "...captured the intelligence X times"

    Having the logic_arena entity and killing the enemy team will result in "...killed all opponents."

    If you have more than one round it will say "X more areas to win."

    And stalemates always result in "You're all losers."

    these are hard coded into the game, so the best you can do is choose the one that best fits your gameplay.
     
    Last edited: Jan 27, 2009