Tutorial Request

Discussion in 'Mapping Questions & Discussion' started by shaneod, Jun 11, 2010.

  1. shaneod

    shaneod L1: Registered

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    Hey guys, I decompiled tr_training earlier and I noticed new entities like the messages and bot spawners
    Can somebody give me a guide on how to use them?
    I suck at SmartEdit
     
  2. Micnax

    aa Micnax I maek map

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    I was going to ask about this too.

    Be nice to have custom message signs in our maps.
     
  3. WilliamBoo

    WilliamBoo L1: Registered

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    The L4D style signs that point to a certain point in the map are done with the point entity "training_annotation".

    You can copy them from the decompiled map if you want a ready made one, but from what I can see, there's only 3 important keyvalues and 2 inputs.

    training_annotation
    targetname - to 'name' the entity in the input/output system.
    lifetime - the lifetime of the annotation (set it to -1 for it to stay visible until commanded)
    display_text - The devs used calls from the tf_english file to get the instructions in the training maps, but your basic text will work here too (I think if you type "\n" you get a new line, but I've not tested it).

    This was in the tf_english file:

    You can also call pre-written lines in different languages by putting stuff into the display_text field, for instance if you put:

    it would show in game as
    "Press Spacebar to continue"

    you can find other calls at the bottom of the tf_english text file in the 'team fortress 2 content.gcf' under the resource folder if you want them to support multiple languages at the cost of less flexibility.

    The two fairly simple inputs are simply "Show" and "Hide" though they'll come up as broken in the hammer editor (due to the lack of a new .fgd) they'll work in game fine.
     
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    Last edited: Jun 11, 2010
  4. shaneod

    shaneod L1: Registered

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    Thanks. Thats just what I wanted.
    What about bot_generator and bot_action_point?
     
  5. WilliamBoo

    WilliamBoo L1: Registered

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    I'm not sure, but I think bot_generator creates bots when told to via hammer input and bot_action_point is a point in the map where bots will naturally walk to and stand still for a certain ammount of time.

    I've also attatched an example map showing the basics of the training_annotation entity and a few things it can be used for.

    Should I make a seperate topic for this stuff?
     
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  6. shaneod

    shaneod L1: Registered

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    Thanks. Probably
     
  7. Micnax

    aa Micnax I maek map

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    Very helpful, You can if you want too. I'm going to have a try at tying these to flags so you can see where the flag is throughout the map.

    Edit: You can't parent the training_annotation to the flag ;~;

    [​IMG]
     
    Last edited: Jun 11, 2010
  8. Passerby

    Passerby L2: Junior Member

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    hmm i wounder if there is a way for the user of the map to turn them on and off?

    it could be a good way to teach people new gametypes but would also get annoying after you played the map a few times
     
  9. Micnax

    aa Micnax I maek map

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    Probably tie them to a func_breakable that hides them all?
     
  10. DjD

    DjD L5: Dapper Member

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    shaneod, could u upload the decompiled version of tr_training?
     
  11. Tekku

    aa Tekku

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  12. shaneod

    shaneod L1: Registered

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    Ok
    I've managed to make a sniping map. Try and kill the scout...
    My sniping map has the same stuff tr_training has so I don't see a need in posting it
    You're going to have to set mp_teams_unbalance_limit to 0 before loading the map or it will autobalance the bots

    EDIT: Damn. You beat me to it