Jumpmaps: non-shootable surfaces and silent regeneration

Discussion in 'Mapping Questions & Discussion' started by Kapanyo, Mar 24, 2017.

  1. Kapanyo

    Kapanyo L3: Member

    Messages:
    115
    Positive Ratings:
    70
    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! ^^
     
  2. sooshey

    aa sooshey :3c

    Messages:
    522
    Positive Ratings:
    418
    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.
     
    • Thanks Thanks x 1
  3. MaccyF

    aa MaccyF Notoriously Unreliable

    Messages:
    900
    Positive Ratings:
    1,443
    pretty sure you could mute the sound by packing a silent sound-file into the map as a replacement, it's a bit of a hacky solution but it should work.

    edit: check the replies below
     
    • Thanks Thanks x 1
    • Agree Agree x 1
    Last edited: Mar 25, 2017
  4. Kapanyo

    Kapanyo L3: Member

    Messages:
    115
    Positive Ratings:
    70
    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~
     
  5. henke37

    aa henke37

    Messages:
    1,832
    Positive Ratings:
    420
    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.
     
    • Thanks Thanks x 1
  6. Fragancia

    Fragancia L2: Junior Member

    Messages:
    82
    Positive Ratings:
    29
    This post from @Freyja should help you with making the func_regenrate silent.
    You don't need to make sound files.

    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.
     
    • Thanks Thanks x 1
    Last edited: Mar 25, 2017
  7. Kapanyo

    Kapanyo L3: Member

    Messages:
    115
    Positive Ratings:
    70
    Thanks! That makes things simpler. Onwards to the completion of my first map!
     
    • Like Like x 1