Force Triggered Button - the hell am I doing wrong? -1 reply

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#1 11 years ago

Ok, let me start by saying, I'm a noob at map moding.....like, really, this is my first map editing. Also, I'm doing this manually, writting code directly in the entities files, not using gtk. That said, while editing SP's vjun3 map, I was trying to add in a room a force-triggered button that would spawn a desann when used... I checked Siege mode's Korriban map, which has 3 switches like the ones I wanted... I added them to the map....but nothing shows up. There's no error, there's no "funky glitch", there's nothing.... It just doesn't show up..... At first I thought ''maybe it just doesn't have room to spawn there, so it spawned ''as close as possible'', making it spawn off map... So I moved it to the middle of the room, nothing around it.... Still nothing... I'm aware I'm probably just doing some stupid mistake because I'm a complete noob, but I really can't figure it out.... { "soundset" "stone_door" "spawnflags" "2" "targetname" "Desannbutton" "target" "SpawnDesann" "speed" "50" "lip" "16" "angle" "-2" "classname" "func_door" "model" "*54" "origin" "-10595 -2069 4024" } { "classname" "NPC_spawner" "spawnflags" "1" "NPC_targetname" "Desann" "targetname" "SpawnDesann" "origin" "-10365 -3221 4050" "noExtraSounds" "1" "noCombatSounds" "1" "noBasicSounds" "1" } What AM I doing wrong here? Note: If anyone knows how to make one of those "force pull-lever" that could be used multiple times, I'd prefer that.... But I have no clue how to do them. Thank you for your time.




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#2 11 years ago

Uhh...what? You're using notepad/text editing program to map? I would highly suggest using Radiant.




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#3 11 years ago
Johnpp;4010079Uhh...what? You're using notepad/text editing program to map? I would highly suggest using Radiant.

Yes, I'm using notepad to edit the entities in the file. Aparently, radiant isn't an option in this case. But if you know how to work with radiant well, I'm sure you could create an example and see the code it generates..?




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#4 11 years ago

Heh, well? I know my way around and I can produce a nice looking map, but nothing more. And I know nothing about scripting/coding. Sorry I couldn't be of much help. :/




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#5 11 years ago
Johnpp;4010108Heh, well? I know my way around and I can produce a nice looking map, but nothing more. And I know nothing about scripting/coding. Sorry I couldn't be of much help. :/

Thanks for trying :P




NAB622

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8th October 2005

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#6 11 years ago

You should use GTKRadiant's entity window - it will help you immensely with this type of modding.

I don't think a TRIGGER can be force-activated. Func_doors can be, but I don't think you can add doors into a map when you're editing that way. In all honesty, I don't think many people will care to open GTKRadiant and tell you what spawnflags and other goodies to set - you should just download it and look through the entity window yourself. It's much faster for you anyway because you'll have instant access to help instead if having to post it here. ;)




Green-Flash

The trigger_hurt of the forums

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5th April 2007

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#7 11 years ago

A trigger can be force activated.

It is actualy a good way that get's rid of that annoying blue force swirly.

Well, that is if you want your players to be tearing their hair out trying to use the switch.

See door tutorial Map-Craft - Tutoriaux




NAB622

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#8 11 years ago
Green-Flash;4010770A trigger can be force activated.

I wasn't sure, so I looked it up. In Radiant 1.4, triggers themselves cannot be force activated:

ent_w.gif

Now, I know for a fact func_doors and func_statics can be force activated (the tutorial green_flash linked to shows just that), but I know brushes can be added during entity modding. Probably, if they're within an entity. I've never done this, only heard about it.

The reason your door isn't showing up (from the first post) is because you have no brush assigned to it:

// entity 1 { "vehopen" "1" "soundSet" "impdoor1" "lip" "24" "angle" "-1" "classname" "func_door" // brush 0 { ( -1059 -1060 0 ) ( -1105 -1015 0 ) ( -1116 -1026 0 ) taspir/basefloor 0 -77 -44 0.250189 0.249973 134217728 0 0 ( -1110 -1032 136 ) ( -1099 -1021 136 ) ( -1054 -1066 136 ) system/caulk 0 0 0 0.250000 0.250000 134217728 4 0 ( -1118 -1026 0 ) ( -1118 -1026 144 ) ( -1026 -1118 144 ) taspirpowercomplex/door_y_glow 434 0 -180 0.179691 -0.265625 134217728 0 0 ( -1026 -1118 0 ) ( -1026 -1118 144 ) ( -1015 -1107 144 ) system/caulk 0 0 0 0.250000 0.250000 134217728 4 0 ( -1106 -1014 0 ) ( -1013 -1107 144 ) ( -1106 -1014 144 ) taspir/door 500 0 -180 0.179690 -0.265625 134217728 0 0 ( -1118 -1026 144 ) ( -1118 -1026 0 ) ( -1106 -1014 0 ) system/caulk 0 0 0 0.250000 0.250000 134217728 4 0 } }

That's straight from a map file generated in Radiant. Triggers are also the same way - they need a brush.




~*Seto*~

Trapped in the interchet

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#9 11 years ago

Well, the brush of a func or trigger entity is basically given by the model key (bmodel reference), so the problem isn't that he doesn't have a brush... But, he said he just copied those ents from Korriban Siege, right? If that's the case, then the model being used for that door is invalid, since it was the reference to the bmodel on Korriban, not Vjun. So for starters you're going to have to find another brushmodel that is used on that map specifically. If there is another door preexisting on the map that looks about how you want it to, you can use the model reference for that entity in your new one, but you will need to supply an origin key to offset the new entity so it doesn't spawn in the same location as the old one...

And I'm guessing that this is the second thing wrong with what you are doing. You seem to already have an origin in that door, but with brush entities, the origin is relative to that specific bmodel location, not to the world. So you will have to treat the original location of the bmodel as the origin and calculate the new origin from there...

All in all, if this is your first time map modding, you should probably familiarize yourself with some other things first, like basic item and fx placement, as well as target entities, before moving on to brush manipulation.

To ov_nab622: Defining a new brush in the entity code is a neat idea, but is it gonna work when the compiler is set to do an entities-only compile (since that is what he would have to be doing)? Maybe I should try it... o.o




NAB622

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#10 11 years ago

Hey, I have no idea how this works. I just posted. Everything you said? Riiiiight over my head. I'm new to this kind of modding. I only found out about it a month ago. All I know is people are adding and modifying entities in maps to redesign them.




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