copy half of the map without the team logic

Discussion in 'Mapping Questions & Discussion' started by Simulacron, Dec 4, 2016.

  1. Simulacron

    Simulacron L6: Sharp Member

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    So this is is one of the questions I always had problems with, but never got around to actually post it.
    When making a symetrical map you need to copy half of the map. The first time it's very easy, because theres no logic on the map most of the time, but after that it always gets tricky for me. If I already laid out the logic for the teams (spawnpoints, capture point, respawnrooms, doors, etc...) I don't now how to exclude them. For exaple the capture point model is counted as a prop and not as a logic entity, but if I detailed one half of the map, I can't turn props of to copy the map without copying parts of the logic (capture point model, doors).
    I already tried making a visgroup for the logic to toggle it on and of, but the triggers doesn't seem to get added to this visgroup. Is there anyway to easily copy half of the map to the other site, without recreating the logic or the need to move it out of the map, before deleting and copying?
    Thanks for your help!
     
  2. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    triggers can definitely be part of visgroups so I'm not sure what's going on there. I'm pretty sure that's what most people do. but if that fails you can always put your logic in an instance (make sure you don't copy the func_instance ofc)
     
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  3. Muddy

    Server Staff Muddy Muddy

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    I'd just go through the map and add all the stuff I don't want to copy into a visgroup, then turn off that visgroup and copy over. In fact, it might be worth doing that while you're making the spawndoors/control point etc to save some time in the long run.

    Just make sure you re-enable that visgroup before doing a final compile!
     
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  4. Simulacron

    Simulacron L6: Sharp Member

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    Thanks again. I don't know what went wrong, I will try the visgroups again.