Mapping help

Discussion in 'Mapping Questions & Discussion' started by reap3, Dec 19, 2010.

  1. reap3

    reap3 L1: Registered

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    Hi, i'm trying to make an all "fun" map for the server I play on and I am running into a few snags.

    Such as:

    Spawning and placing bots in certain positions doing certain things.

    Finding this one model i've been looking for, it's a shipping crate like the boats use, I wanna say i have seen it in granary but I don't really know.

    Controlling the number of times the Intel can be capped.

    Making my caps to where anyone can cap them such as in a domination map so i've heard.

    I went through here a while back looking for prefabs/textures that would seem useful in my map and found this rocket spawner prefab, I want to use that in my map but i can't understand just how to get it working and I wanna know more about how it works.

    I have already put a really long time into this map and I would hate to put it aside because I don't know enough to move forward with it.
     
  2. corpsinhere

    corpsinhere L1: Registered

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    and
    For both of these questions I point you to: A Boojum Snark's Ultimate Mapping Resource Pack
    It has great examples of most game-types; it also has many many models all laid out in one map for easy browsing.

    While there might be some tricky way to do this - the ctf win conditions are usually set on the server, not in the map.
     
  3. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Corpsinhere is right: server CTF cap settings override map settings.

    You can spawn player models with prop_dynamic, setting their models to playermodels, and setting whichever animation you want; the latter can be changed by I/O controls. Getting the bots to work is a bit more tricky, if not impossible at all.

    The rocket spawner is simple, as it is basically a moving prop with a trigger_hurt attached:

     
  4. Randdalf

    aa Randdalf

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    It's better if you avoid it. That model is vastly overused, particularly by newer mappers.
     
  5. reap3

    reap3 L1: Registered

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    I don't exactly get what exactly what I/O to use to work with it. My idea was to have an area where someone as pyro can hit the green switch for easy and it shoots one rocket out that they can use with tennis or whatever, red being the harder mode with a few coming at once or a few in a row.

    Thanks to everyone else i will use your advice and especially thanks for the ctf and that model advice it takes a huge load off my idea needs.
     
  6. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Setting up different difficulties is easy as pie. Just have a way to set off the rockets (whether it be a button, func_breakable with infinite health, whatever), and then have that activate either one rocket, or a bunch of them. If you use multiple sets of rockets and multiple activators then you can easily have a whole ton of difficulties.
     
  7. reap3

    reap3 L1: Registered

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    Sorry I ment more of what to use like in the lines of Output: Fire or something, thanks for the multiple rocket sources idea for different difficulty.

    So is it Func_push + Prop_dynamic + Parented trigger_hurt? I am mostly new to using Entitys except a few I use all the time.