I am making a Jailbreak map and I need help.

Discussion in 'Mapping Questions & Discussion' started by Bogdy, Aug 13, 2014.

  1. Bogdy

    Bogdy L4: Comfortable Member

    Messages:
    187
    Positive Ratings:
    208
    I will require some assistance on these ones.

    First things first,I have added some details(prop_detail) in my map and they appear as errors!

    (Imagine there is a MeeM instead of that error.)
    [​IMG]

    Also,the door of my armory is drunk.

    [​IMG]

    And the jump rope I made isn't moving at all.

    [​IMG]

    I will want help for these and then ask you for other stuff I don't know about.
     
    Last edited: Aug 13, 2014
  2. Ynders

    aa Ynders absolutely gormful

    Messages:
    403
    Positive Ratings:
    513
    Prop_details can be a bit wierd sometimes, its usually best to just use prop_static and set to "No Collisions." As for the other things, a .vmf might be helpful to know what exactly the settings and everything are.
     
  3. Bogdy

    Bogdy L4: Comfortable Member

    Messages:
    187
    Positive Ratings:
    208
    Here.
     
  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,521
    prop_detail shouldn't be used in Hammer, they are for the material system/engine to handle. Map decorations should always be prop_static (or dynamic of physics, if applicable).

    Is your door a func_door? Did you change the pitch/yaw/roll settings instead of the move direction settings? PYR should be left alone at 0. (oh, yes you did, I didn't see the VMF)

    func_rotating doesn't work in TF2, you'll need to use a func_door_rotating or a momentary_rot_button.
     
  5. Bogdy

    Bogdy L4: Comfortable Member

    Messages:
    187
    Positive Ratings:
    208
    I did that.

    So what's wrong?

    Ok,thanks for that.
     
  6. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,521
    The pitch/yaw/roll for the door should be 0 0 0. That makes it appear as it is in Hammer. You have different angles set for it, and thus when the map loads the door is adjusted to those angles, making it wonky.
     
  7. Bogdy

    Bogdy L4: Comfortable Member

    Messages:
    187
    Positive Ratings:
    208
    Nevermind,I deleted the old door and made a new one.
     
  8. Bogdy

    Bogdy L4: Comfortable Member

    Messages:
    187
    Positive Ratings:
    208
    Sorry for the double post but I would like to do some settings to the armory door that I really don't get to make them work.

    I would like the armory door to be opened by the BLU team from both sides (from inside and outside) and the RED team just from one side (from inside).
     
  9. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,521
    You need to use triggers (trigger_multiple) to make the door open/close, and set their filter to filter_activator_tf_team entities set to the correct teams.
     
  10. henke37

    aa henke37

    Messages:
    1,836
    Positive Ratings:
    420
    I think this scenario is complicated enough that you need to give the exact I/O needed. Because I can't, even after thinking about it. As far as I can understand you'd need some extra entity like math_counter to track how many of the trigger areas are occupied.
     
  11. Bogdy

    Bogdy L4: Comfortable Member

    Messages:
    187
    Positive Ratings:
    208
    I already did that and it didn't work.
     
  12. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,521
    Three triggers, make the edges overlap exactly.

    [​IMG]
     
    • Thanks Thanks x 3
  13. Bogdy

    Bogdy L4: Comfortable Member

    Messages:
    187
    Positive Ratings:
    208
    Would you please do the same on how to make a TF2 ladder?
    I can barely understand anything from Valve's developer wiki.
     
  14. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,521
    Ladders do not exist in TF2 code. You can fake them with really thin stairs, but you climb those extremely fast.
     
  15. Bogdy

    Bogdy L4: Comfortable Member

    Messages:
    187
    Positive Ratings:
    208
    I was talking about this.

    I can barely understand what wants me to do without some pictures or something.
     
  16. fauks

    fauks L2: Junior Member

    Messages:
    68
    Positive Ratings:
    17
    Place a ladder prop.

    Create brushes 16 unit high, 1 unit deep, X units wide (to match the width of the ladder). Apply a playerclip texture.

    That is 1 step in the staircase. Copy-paste it to make the staircase.

    Players will now be able to zoom up it by simply walking.
     
  17. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,213
    Ha ha wow, some moron actually tried to insert hotlinked images into a wiki. If I didn't think that putting ladders in TF2 was a terrible idea and that nobody should ever do it, I might be inclined to try to fix that.
     
  18. Tumbolisu

    aa Tumbolisu  I ⌄ I 

    Messages:
    931
    Positive Ratings:
    894
    In the Valve developer commentary it is stated that ladders are a bad gameplay choice in TF2, which is why they didn't put them in. (It's the Gravelpit commentary at point C)
     
  19. Bogdy

    Bogdy L4: Comfortable Member

    Messages:
    187
    Positive Ratings:
    208
    Something like this?
    [​IMG]
     
  20. Yoshii1999

    Yoshii1999 L1: Registered

    Messages:
    1
    Positive Ratings:
    1
    Trigger_Push

    Hi, i am a kinda experienced TF2 jailbreak mapper (i created the fresh map ba_jail_WiP). Most jailbreak maps dont use this kind as ladder. I think there is a better TF2 ladder. Most ladders are made out of trigger_push brushes.

    The trigger_push is set to push up, with a force of 1000. This makes the players only go the ladder up if they jump. Its not too slow and not too quick. Thats my recommendation. :)
     
    • Thanks Thanks x 1