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Server / Mod Support Discuss our servers - Questions, requests, complaints, etc.. Need help with your server? Have any amxx questions/suggestions?

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  #1 (permalink)  
Old May 18th, 2007
occasional visitor
 
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Default Enitity Help

I have been trying to learn how to switch some things around in the bsp file using bsp edit and been successful but can't figure out two things. How to use a models from another map or custom model. Also how to use the trigger_mulitiple to make things happen in order such as the kickass bombing flyby you have on your server I assume it has something to do with func_mortar_fields and I have looked at other code from some other maps but can't get it to work. Some example code would be greatly appreciated.
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  #2 (permalink)  
Old May 20th, 2007
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Default Whats The Deal

20 People have viewed this and no help why? Is it a secret or something
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  #3 (permalink)  
Old May 20th, 2007
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I only know how to build stuff from scratch... hump diamond for answers
Hi! My name is Ronald!
and youre name is DOUCHEBAG!
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  #4 (permalink)  
Old May 20th, 2007
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Yeah and I am dumb.
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  #5 (permalink)   diamond-optic is Special  
Old May 20th, 2007
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Quote: Originally Posted by Killemall4u View Post
How to use a models from another map or custom model.

its really simple to add models, just use the env_model entity..

just put in the xyz for the origin and this will create an entity of the grandfather clock model with the pendulum swinging...
Code:
{ "origin" "xxx yyy zzz" "spawnflags" "2" "targetname" "clock" "model" "models/mapmodels/grandfather_clock1.mdl" "m_iszSequence_Off" "pend_swing" "m_iAction_Off" "1" "m_iszSequence_On" "pend_swing" "m_iAction_On" "1" "rendercolor" "0 0 0" "rendermode" "4" "renderamt" "255" "classname" "env_model" }

a possible problem with just 'copying' them from other maps and such might be the targetname...
..i cant really remember as its been a while.. but i think models you add thru ripent/bspedit must have a targetname key/value, otherwise they dont show up ingame.. i could be wrong tho.. but at least i think thats how it works..

Quote: Originally Posted by Killemall4u View Post
Also how to use the trigger_mulitiple to make things happen in order such as the kickass bombing flyby you have on your server I assume it has something to do with func_mortar_fields

well i dont think im currently using any trigger entities for anything anymore.. the mortar/airstrikes whatever you want to call them on ava is done with just func_buttons and func_mortar_field.. I would much rather use a trigger on it as i could probably make it better then it is now.. but it seems to lose the id of the person who hit the button when the task is passed thru a trigger and and they dont get credit for killing anyone..

and im not totally sure.. but i think trigger_multiple is a brush entity.. so if your 'adding' one thru bspedit you have to replace the entity on a brush thats already there..

and i think the best way to make things happen in order and such is thru the multi_manager

Quote: Originally Posted by ThePowerCosmic in regards to AvaMods
They are the type of people that are absolutely destroying the fabric of america and everything that goodness stands for.


Last edited by diamond-optic; May 20th, 2007 at 04:23 PM.
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  #6 (permalink)  
Old May 20th, 2007
occasional visitor
 
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Default Thank You

Thank you for taking the time to explain this I really appreciate everything you do for the dod community hope to see many more thing. Its people like yourself that have kept this game alive with the always changing plugins and new idea's.


Hat's Off

Killemall4u
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  #7 (permalink)  
Old May 20th, 2007
occasional visitor
 
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Default That worked Great

The model works no pendulum Swing
The problem im having now is I can walk threw the clock how do I make it solid also a problem with ambience sound when I put the code in for it I hear the sound when I first join the game trying to trigger this to a event why is this happening. Also one more request and I'll leave you alone can you post example code for func_buttons and func_mortar_field tied together I'm having a hard time understanding it even after reading on VERC sorry its all new to me but I am trying to learn how instead of just asking for someone to do it for me lol

{
"origin" "815 -223 -123"
"message" "ambience/ae_radio.wav"
"pitchstart" "100"
"pitch" "100"
"health" "3"
"spawnflags" "2"
"targetname" "airstrike"
"classname" "ambient_generic"
}

Last edited by Killemall4u; May 20th, 2007 at 09:35 PM.
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  #8 (permalink)   diamond-optic is Special  
Old May 20th, 2007
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Quote: Originally Posted by Killemall4u View Post
The model works no pendulum Swing

oh ya my mistake forgot the default model that comes with dod i dont think has the animation.. :-\ forgot i had a custom one

Quote: Originally Posted by Killemall4u View Post
The problem im having now is I can walk threw the clock how do I make it solid

there isnt really a way to do this thru just editing the entities in the bsp file.. tho you can write an amxx plugin to make it solid.. (well bounding box solid)

Quote: Originally Posted by Killemall4u View Post
problem with ambience sound when I put the code in for it I hear the sound when I first join the game trying to trigger this to a event why is this happening.

set the spawnflags on the ambient_generic to include 16
  • 1 - Play Everywhere
  • 2 - Small Radius
  • 4 - Medium Radius
  • 8 - Large Radius
  • 16 - Start Silent
  • 32 - Is NOT Looped

an example would be 49 = play everywhere, start silent, and is not looped..

.................
and for hooking a button and mortar field together..

only a few keys are really of concern to have the button trigger the mortar field

func_button: "target" "whatever_name_you_want"
func_mortar_field: "targetname" "same_name_as_button_target"

thats all that needs to be matched up to have them work together

Quote: Originally Posted by ThePowerCosmic in regards to AvaMods
They are the type of people that are absolutely destroying the fabric of america and everything that goodness stands for.

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  #9 (permalink)  
Old May 20th, 2007
occasional visitor
 
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Default Thanks Again

What am I doing wrong just trying to get flyby sound then followed up by some mortars with explosions what triggers this walking in a certain location im lost please help this is what im trying to use the origins on this are not correct just example

{
"rendermode" "5"
"target" "flyby"
"delay" "3"
"targetname" "flyby"
"spawnflags" "3"
"wait" "3"
"speed" "5"
"angles" "0 0 0"
"rendercolor" "0 0 0"
"spawnflags" "256"
"classname" "func_button"
}
{
"origin" "482 240 -39"
"targetname" "flyby"
"m_iDamage" "50"
"m_iCount" "1"
"m_flSpread" "64"
"rendercolor" "0 0 0"
"classname" "func_mortar_field"
}
{
"origin" "-220 3260 268"
"targetname" "flyby"
"renderamt" "50"
"rendermode" "5"
"scale" "1"
"model" "sprites/mapsprites/kexplosion1.spr"
"framerate" "10"
"angles" "0 0 0"
"rendercolor" "0 0 0"
"spawnflags" "2"
"classname" "env_sprite"
}
{
"origin" "-243 3227 235"
"message" "ambience/forestmortar.wav"
"targetname" "flyby"
"spawnflags" "56"
"pitchstart" "100"
"pitch" "100"
"health" "10"
"classname" "ambient_generic"
}
{
"origin" "-243 3227 235"
"message" "ambience/flyby.wav"
"targetname" "flyby"
"spawnflags" "56"
"pitchstart" "100"
"pitch" "100"
"health" "10"
"classname" "ambient_generic"
}

Whats the chance of that plugin I know I'm not the only one that would want that plugin if you have the time

Last edited by Killemall4u; May 20th, 2007 at 11:39 PM.
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  #10 (permalink)  
Old May 21st, 2007
occasional visitor
 
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Default Figured it out

Thanks for your help is there a way to pin point where the mortars start? How do I delay the next airstrike it just keeps going no stop lol cant even walk

Also any chance in you making that model plugin and sending me the thing for shrikebots?

Last edited by Killemall4u; May 21st, 2007 at 10:51 AM.
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