Prefabs - Box Of Features

Prefabs - Box Of Features 3.0.0

Box Of Paper

L3: Member
Jul 15, 2019
121
148
Box Of Features - A Box filled with a variety of prefabs!

Introducing :
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- A collection of prefabs made by a BoxOfPaper -



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Well then, after 5 years of playing around with hammer and releasing next to nothing I've finally come around and put together a bunch of things I made that are worth sharing.

Such as:

- All Class Toolboxes -

View attachment 141170

With a custom building !!!
Any robot that gets too close will be zapped and stunned... And it has 2 levels !

Try out "gd_Pelago" to experience a singleplayer MvM game where you can place as many sentries as you want can buy!
> https://tf2maps.net/downloads/gd_pelago.10776/


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- Currency System -

View attachment 141168

Did you ever want to add capitalism to your game?
Well now you can!

The "Currency" section currently has two prefabs, one adds a counter on your HUD, and the other lets you open up for business!

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- Gameplay Items -


View attachment 141169



Also some gameplay related prefabs may be added, at the moment there's only the classic orange gate, setup to be one-way.



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If this is your first time using prefabs then follow this brief tutorial:
Assuming that you put Team Fortress 2 in Program Files (x86):

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█▓▒░ To use the prefabs just drop the attached ◄◄( Team Fortress 2 )►► folder in:
█▓▒░ C:\Program Files (x86)\Steam\steamapps\common
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Then to actually use Prefabs click the Entity Tool :entitytool: , then on the right select:
View attachment 141167

And presto! You can now use the prefab of your choosing!

To correctly use the individual prefabs please refer to the attached tutorial "How To Use The Prefabs .txt".​
 

Box Of Paper

L3: Member
Jul 15, 2019
121
148
New update!

Version 1.1.0 introduces a new prefab, "Smooth camera", and with it a new category.

+ Added:
[Adv. Prop] Smooth camera.vmf
It.jpg
It's a camera that follows a player, and it does so smoothly.

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Current prefab list:

> [Adv. Prop] Smooth camera.vmf
> [Currency] Hud counter.vmf
> [Currency] Shop system.vmf
> [Gameplay] One-way PropDoor_168.vmf
> [MvM] (DragOut) All class Buildings.vmf
> [MvM] All class Dispenser.vmf
> [MvM] All class Sentrygun.vmf
> [MvM] All class Stunner.vmf

Read the rest of this update entry...
 

Box Of Paper

L3: Member
Jul 15, 2019
121
148
New update!

Version 1.2.0 introduces a new prefab: "Dropped Healthkit spawner".

+ Added:
[Gameplay] Dropped Healthkit spawner.vmf
Sweet.jpg
Sweet!

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Current prefab list:

> [Adv. Prop] Smooth camera.vmf
> [Currency] Hud counter.vmf
> [Currency] Shop system.vmf
> [Gameplay] Dropped Healthkit spawner.vmf
> [Gameplay] One-way PropDoor_168.vmf
> [MvM] (DragOut) All class Buildings.vmf
> [MvM] All class Dispenser.vmf
> [MvM] All class Sentrygun.vmf
> [MvM] All class Stunner.vmf

Read the rest of this update entry...
 

Box Of Paper

L3: Member
Jul 15, 2019
121
148
Box Of Paper updated Prefabs - Box Of Features with a new update entry:

Major Update! v2.0.0

New Update!

Everything from the previous version has been reworked, and a lot of new features have been added!
Major Update means that you might as well remove the old "BoxOfFeatures" folders.

CollageAll.png
What changed?
+ Complete rework of the All Class Toolboxes, now every building level has a unique toolbox
+ Updated HUD counters! The HUD is updated only after the math_counter is updated, not every few...

Read the rest of this update entry...
 

Box Of Paper

L3: Member
Jul 15, 2019
121
148
Box Of Paper updated Prefabs - Box Of Features with a new update entry:

New Prefab: "Disableable Unique Name Applier"

New Update!
New Prefab: Unique Name Applier (disableable)
StampUNAdisableable.png
Here it is!
A way to temporary change the players' unique targetnames (given by UniqueNameApplier) and not crash the game!

Basically when using UniqueNameApplier the unique targetnames MUST not change, or at least while the system is enabled, so I made it disableable!

The problem was that if a player's targetname wasn't the one assigned to it, and a...

Read the rest of this update entry...
 

Box Of Paper

L3: Member
Jul 15, 2019
121
148
It was intentional: I wanted the prefab to be as simple as possible, and I left the name blank since the security camera only needs to be parented to a light_dynamic to follow a player.
But looking back I should have given it a name since it's less bothersome to remove it than to add one.
 

DrDapper

L1: Registered
Jul 1, 2019
44
7
I cant get multiple of the "smooth camera" to work, i changed the names of the camera, but only the first camera i placed worked, the others just spun around randomly. A tutorial would be helpful.
 

Box Of Paper

L3: Member
Jul 15, 2019
121
148
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DrDapper

L1: Registered
Jul 1, 2019
44
7
Sorry to post again, but is there a way to limit the movement of a camera? I've tried blockLOS texture but it didn't work, when using the camera it tends to follow players too much and the camera clips into a wall.
 

Box Of Paper

L3: Member
Jul 15, 2019
121
148
Use this custom tool texture (toolsblock_los_2):
toolsblock_los_2.png


Do as you downloaded Box Of Features but with this folder:
 

Attachments

  • toolsblock_los_2.zip
    3.3 KB · Views: 93
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Box Of Paper

L3: Member
Jul 15, 2019
121
148
Box Of Paper updated Prefabs - Box Of Features with a new update entry:

New Prefabs: Homing Rockets and Incremental PowerUps

New folder structure = new Major Version, you can delete the old versions.
Collage2_2.png



Ramblings:
With Vscript coming to TF2, I figured I'd update Box Of Features with my latests prefabs before they become outdated.

These two prefabs were meant for MC_Labs15's Sizzlin' Spookfest, and I did actually finished them before the deadline, but not the map...
That map is on hold tho, dunno if I'll ever be able to complete it :(...

Read the rest of this update entry...
 

coolzw

L1: Registered
Aug 10, 2021
12
1
i have setup a box with blocklos2 and put down blocklos2 in between each quarter of the box and setup a bunch of smooth cameras both on the right and left of the box and right side works but left side ones don't lock in unless i go behind them the right ones have the angles of 0 270 0
and the left ones have the angles of 0 90 0 any way i can fix this
 

Box Of Paper

L3: Member
Jul 15, 2019
121
148
Hi!
Thanks for reaching out, but I'm afraid that I didn't quite understand the problem you're facing.
I've attached a demo .vmf, maybe you can find your answers there.

If the demo is no good... Could you provide some screenshots or a .vmf with the box you mentioned?
 

Attachments

  • smooth_camera_demo.vmf
    121.8 KB · Views: 26

Box Of Paper

L3: Member
Jul 15, 2019
121
148
The smooth cameras are literally Half Life npcs. The prefab exploits the fact that npcs will immediately lock on a player if they know of its existence and there is a possible line of sight, but normally the npc would know of the player's existence only if it first enters its viewcone, and the prefabs simply uses the "Unique name applier" 's names (and trigger brush) to be always updated on all 32 players' existences and to attach the camera's target onto the closest visible player.

By going behind the camera that isn't working you are probably entering its viewcone, thus letting it know of your existence and allowing the prefab to work correctly.

I tested a bit the case, and I'd say that you definitely have a targetname (otherwise the cameras wouldn't lock in at all), but you may not be triggering the memory update to skip the whole viewcone bother.

The "Smooth camera" prefab uses the "Unique name applier" 's trigger brush to update its memory every time an unnamed player touches the trigger (that is, when they just joined the game). But to do that it needs the trigger brush to keep its original name.

--- Question:
Did you, by any chance, change the "Unique name applier" 's trigger brush's name? (which should be unique_name_trigger_request)
And/Or, did you not put the trigger around the players' spawnpoints so that the unique names are applied immediately on spawn.
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Notes:
The viewcone is there but it's extremely unreliable to trigger.
The memory update is actually triggered once on map loaded (by the smooth cameras), thus if the trigger brush is around the spawnpoints but its name was changed then it should at least work for the initial player.
 
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coolzw

L1: Registered
Aug 10, 2021
12
1
i had put the unique_name_trigger_request next to the spawn not on the info_teamplayer_spawn

now they're fixed

thanks for helping out
 
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