Spells and mediaval mode help?

Discussion in 'Mapping Questions & Discussion' started by Kraken, Apr 1, 2015.

  1. Kraken

    Kraken Few more zeros and ones for the site to proccess

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    Since working on cold cash is so tiring, I decided to make a less serious map with mediaval mode and spells.
    And after scouring the internet for hours I decided to ask.
    So could someone link to prefab or tell me directly.
    Thanks in a advance.
     
  2. griffinkey64

    griffinkey64 L1: Registered

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    Tf_logic_medieval isn't it? Get BelgiumSharks pack adds all that stuff! And I can't remember spells maybe tf_pickup_spell or something like that! Hope you get it working.
     
  3. Kraken

    Kraken Few more zeros and ones for the site to proccess

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    Auto correct strikes again.
     
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  4. Kraken

    Kraken Few more zeros and ones for the site to proccess

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    There does not seem to exist tf_pickup_spell.
     
  5. radarhead

    aa radarhead Hands out ratings like cheap cigars

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    The entity you're looking for is tf_spell_pickup.
     
  6. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    If you want spells to show up in the HUD, you will need 2 entities.

    Code:
    logic_auto
      Outputs
        OnMapSpawn, holiday, HalloweenSetUsingSpells, 1, 0.00
    tf_logic_holiday
      Class Info
        Name: holiday
        Holiday: Halloween
     
  7. Kraken

    Kraken Few more zeros and ones for the site to proccess

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    Could this be used also in making the wire christmas'ee.
     
  8. Izotope

    aa Izotope Never releases maps

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    huh, nice.

    I was doing it like this
    Code:
    point_servercommand
    Name: startup_settings
    
    logic_auto
    OnMapSpawn | startup_settings | Command | tf_spells_enabled 1
    
    But I think I'm gonna start using your way

    EDIT:
    from the dev wiki:
    Code:
    SetHalloweenUsingSpells  <integer>
    
    Disable/Enable spells for this map. Only works on Halloween maps. (0 disable, 1 enable)
    
    Note: This affects whether or not players drop spells on death and whether or not spells appear on the HUD. Spells placed in the map via. Hammer will work regardless.
    
    In my case I wouldn't want players to drop spells, so I guess I'll stay with my way after all :p
     
    Last edited: Apr 2, 2015