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[Tutorial] How the halloween stuff works

Discussion in 'Tutorials & Resources' started by martijntje, Oct 30, 2009.

  1. martijntje

    martijntje L8: Fancy Shmancy Member

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    I've been a bad boy and decompiled koth_harvest event.
    (to allow vmex to decompile it, just unselect overlays)

    Download the decompiled version of koth_harvest_event here

    [​IMG]
    The ghost
    basicly the ghost is part of the map, so yes, you too can have it in your map.
    basicly it is a train: [ame="http://forums.tf2maps.net/showthread.php?t=8419"][Tutorial] The Train - TF2Maps.net[/ame]
    a prop_dynamic is parented to the train wich model is a ghost.

    The magic of the ghost is in the trigger_stun parented to the train. this is what makes you "scared". add these values to your trigger stun to make it work
    [​IMG]
    most of these values should make sense.
    fun fact: setting stun_type to 1 gives you sandman-stun
    (you could make a taunt-kill only map by covering your map with this trigger)

    for more detailed information, beneath the map is a seperate room in wich most of the ghost stuf is.

    more detail information to come on the ghost. (have to do some tests)


    [​IMG]
    Exploding pumpkins
    You need two entities, a entity_spawn_manager and a entity_spawn_point
    you need only one entity_spawn_manager and one entity_spawn_point for each of the pumpkings.

    because I am a bit lazy, here are screenshots of what values you need. (ignore hammerid)

    the values needed for the enitiy_spawn manager
    [​IMG]

    the values needed for each of the pumpkins
    [​IMG]
    for those of you who want more information on exploding pumpkings, fearlezz also figured otu how to make exploding pumpkings.
    [ame="http://forums.tf2maps.net/showthread.php?p=118648#post118648"][Tutorial] Explanation of the exploding pumpkins - TF2Maps.net[/ame]


    Non-respawning pumpkins
    these pumpkins are like regular pumkins exept once they explode they dont respawn.
    it is pretty simple, just create a tf_pumpkin_bomb entity

    Now go make some scary maps

    p.s. screenshot were taken from a modified verson of koth_photofinish_b1 wich is incredibly outdated
     
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    Last edited: Oct 30, 2009
  2. Fearlezz

    Fearlezz L10: Glamorous Member

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    You beat me too it :(

    Edit:
    Better explanation of the pumpkins
    [ame="http://forums.tf2maps.net/showthread.php?p=118648#post118648"][Tutorial] Explanation of the exploding pumpkins - TF2Maps.net[/ame]
     
    Last edited: Oct 30, 2009
  3. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Beat shmeat. Ya'll know I'll trounce you both once my resource pack is updated. :p
     
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  4. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    So in this halkoween thing to the hats go away afterwards ???

    Hope not it's my only hat
     
  5. Washipato

    Washipato L3: Member

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    Thanks martijntje!

    Now, what I really want to know is how a room gets darker when the ghost appears in it
     
  6. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    That's just standard toggled lights. :/
     
  7. Barracuda

    Barracuda L1: Registered

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    Setting stun_type to 1 on the trigger_stun makes you stun like being hit by a baseball.
     
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  8. Terr

    aa Terr Cranky Coder

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    Thanks!

    Pumpkings? Is that like Mr. Plow?
     
  9. Washipato

    Washipato L3: Member

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    :O

    I thougt that those were dynamic lights. I should do more research before asking those questions :facepalm:.

    Do someone know how much damage does a pumpkin? It's possible to spawn other entities like rockets or health packs with a entity_spawn_manager?
     
  10. Terr

    aa Terr Cranky Coder

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    I wonder if you could use the custom-ctf-flag trick (before Valve made it easy) to make "pumpkin bombs" that have an arbitrarily different model.
     
  11. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    This is pretty sweet.
     
  12. DaBeatzProject

    aa DaBeatzProject

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    Use it for the Uber Scout Bros! :D
     
  13. DontWannaName

    DontWannaName L3: Member

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    Does anyone happen to know the soundscape used in harvest event?
     
  14. martijntje

    martijntje L8: Fancy Shmancy Member

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    english isnt my first language, I'm changing it now
     
  15. Terr

    aa Terr Cranky Coder

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    No offense. Just joking around.
     
  16. martijntje

    martijntje L8: Fancy Shmancy Member

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    The pumkins do about 140 damage, less if you dont stand directly next to one

    I think you can spawn enything you could also spawn with ent_creat ingame. I am figuring out how to spawn sentries fully working. currently It can spawn sentry, but they are bluprint wich need a engineer to build them.

    spawning health kits is possible, this way you have more control over the healthkits.

    rocket unfortuanatly doesnt work, the entity name is tf_projectile_rocket if you want to know. they just hang in the air/wall/floor and dont move nor explode

    200th post :)
     
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  17. lana

    aa lana Currently On: ?????

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    I'm looking for an output that allows me to access them so that we can spawn dynamic props too.
     
  18. martijntje

    martijntje L8: Fancy Shmancy Member

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    I would too like that for my supersecretproject, about wich I wont tell much until it reaches rc.

    the command ingame you can use is
    "prop_dynamic_create props_hydro/dumptruck.mdl" to spawn a truck from hydro
     
  19. lana

    aa lana Currently On: ?????

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    Spawn managers can make flags.
     
  20. martijntje

    martijntje L8: Fancy Shmancy Member

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    yup, read my previouse reply, they can spawn anything you can also create with ent_create.

    to prevent this discussion going on to long
    you can also create
    -healtkits/ammokits
    -flags
    -(not fully working) sentry/dispenser
    -spawnpoints
    -companion cube (if you have portal)
    -npc's
     
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