Placing Entitys in Radaint -1 reply

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Sato

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17th December 2008

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#1 8 years ago

Well, FOr this I mean, lets say someone coded a new entity (e.g LMD_Terminal form lugormod), How would you place this custom entity into Radaint?




Guest

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#2 8 years ago

*steps up* I'll get this one.

Place any entity. (a spawnpoint or w/e) Select it. Press N. In "key" type "classname" In value type the entity name (ie "LMD_Terminal) Press enter.

=D

(EDIT: i'm guessing you want a point based one rather than a brush based. If you want brush based use func_door or similar)




Sato

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#3 8 years ago

So wait, I tryed that before and it didnt show up, So If I made a a random ent, changed the classname to lmd_terminal then make the model key models/map_objects/h_Evil/control_station.md3 and a cmd key with the value Sato Rules, It will show up?




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#4 8 years ago

well i don't know a thing about the lmd_terminal having never really played lugor but I guess it should do




MaceCrusherMadunusus

Movie Battles II Mapper

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12th January 2005

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#5 8 years ago

The best/easiest way in my opinion is to create an entity definition for the file. Its fairly easy, so long as you have all the info of the entity.

Here is some examples of some Movie Battles II entity definitions for both a modified existing entity, as well as a brand new one.

You can modify entity definitions via the base/scripts/mp_entities.def file.

/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF CAN_TARGET SILENT NO_PROTECTION SLOW X ELECTRICAL INACTIVE FLAME PLASMAFLAME WFLAME x INSTANT FREEZE POISON ===========DESCRIPTION============================ Any entity that touches this will be hurt. ===========SPAWNFLAGS============================= START_OFF - Starts off. Does not injure until triggered.

CAN_TARGET - If you target it, it will toggle on and off.

SILENT - Suppresses playing the sound.

SLOW - Changes the damage rate to once per second.

NO_PROTECTION - *Nothing* stops the damage.

------Movie Battles II Specific Spawnflags------ ELECTRICAL - Electricity will arc over anyone caught in this trigger_hurt. More damage underwater.

FLAME - Entities caught in this trigger_hurt will be lit on fire after a short time.

PLASMAFLAME - Entities caught in this will be light on fire with blue flame after a short time. Does more damage than regular flame.

WFlame - Boosts the damage of Flame or Plasma Flame. Must be used with one of those.

FREEZE - Freezes an enemy in space. Use "dmg" key and value to specify for how long.

INSTANT - Allows the entity to Instantly Ignite any entity within it, rather than after a few seconds of being exposed. Note: you can use it without using the actual flame spawnflags, and it'll make people "easy" to light on fire with flamers.

POISON - Allows someone to be "poisoned" by this entity causing a poison screen effect and causing damage, even outside of the trigger to the players affected.

===========KEYS&VALUES============================ 'team' - Team (1 or 2) to allow hurting (if none then hurt anyone) only applicable for siege.

'dmg' - Default 5 (whole numbers only). If dmg is set to -1 this brush will use the fade-kill method. ==============NOTES=============================== It does dmg points of damage each server frame.

Targeting the trigger will toggle its on / off state. */

/*QUAKED misc_hologram (1 1 1) (-8 -8 -16) (8 8 16) =======MOVIE BATTLES II SPECIFIC ENTITY=========== ===========DESCRIPTION============================ Spawns and controls the hologram for trigger_captures. Target this entity at its corrisponding trigger_capture. ===========KEYS&VALUES============================

'target' - Point this at a trigger_capture that you want the hologram to be based off of.

'team1symbol' - Floating Hologram logo indicator for Team 1. Specify a path to the model in which to display.

'team2symbol' - Floating Hologram logo indicator for Team 2. Specify a path to the model in which to display.

'Icon' - Minimap/radar icon to display when neutral.

'team1icon' - Minimap/radar icon to display when team 1 has captured.

'team2icon' - Minimap/radar icon to display when team 2 has captured. */

If you need more explaining on what to do, just post. I hope the examples help though :)

It should show up if you did it the manual way, I just find this much easier :)