Weapon Placement
Facehugger
Join Date: 2003-08-23 Member: 20104Members
Just an easy question:
Is it possible to place weapons or items just with an entity?
I tried to do it with an multi_manager, but therefor I would have to know the numbers of the weapons and items
So I just created an Item_jetpack (this is what I need) in my ns.fgd and placed it in my map.
but nothing happened, no compile error and no jetpack
I already asked in an other Forum (thewall.de) but they don't know.
Ps: Sorry if my english is bad, but I'm actually german so please try to understand me <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Is it possible to place weapons or items just with an entity?
I tried to do it with an multi_manager, but therefor I would have to know the numbers of the weapons and items
So I just created an Item_jetpack (this is what I need) in my ns.fgd and placed it in my map.
but nothing happened, no compile error and no jetpack
I already asked in an other Forum (thewall.de) but they don't know.
Ps: Sorry if my english is bad, but I'm actually german so please try to understand me <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Comments
So, nope, there aren't a lot of entities you can place (not even with any manner of hax0red FGD files) that you haven't already seen in the official maps. Ah, well. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
then scroll through the console, and see what names are in "" such as nsplayer change class "solider", or "info_gameplay" show "active res nodes 0 v 3", if u spam guns, u will get the names, and there fore use a monster, or squad maker to spawn them
amckern
but not everything that is part of the code is also part of the fgd.
and so I thought it could work, but it doesn't <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I think the mapper should have all possibilities he needs.
but there should be some rules by the develoopers.
I just hate it if I have to imrovise something, and it doesn't work because the develoopers try to avoid funmaps, but I don't want to do one.
edit:
sorry I didn't see the last post
yes I'll try.
As I said, most of the entities you can spawn in maps are already in the fgd, everything that's not, including weapon entities, doesn't work and isn't meant to work. People in the past have tried all sorts of tricks to spawn weapons and stuff, and, afaik, they have failed.
You use to be able to place items with monstermaker but it’s gone now.
but not everything that is part of the code is also part of the fgd.
and so I thought it could work, but it doesn't <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I think the mapper should have all possibilities he needs.
but there should be some rules by the develoopers.
I just hate it if I have to imrovise something, and it doesn't work because the develoopers try to avoid funmaps, but I don't want to do one.
edit:
sorry I didn't see the last post
yes I'll try. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Not everything is in the FGD, right, but Flayra did not start with CS or Spirit of Half-Life code so all you could find are some broken standard entities <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Its Possible<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
How???
Edit the ns fgd with a text editor:
change this line:
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
//@SolidClass base(TeamChoice) size(-32 -32 -32, 32 32 32) = team_command : "Command station" []
@PointClass base(TeamChoice, Angles) size(-32 -32 -32, 32 32 32) studio("models/b_commandstation.mdl") = team_command : "Command station" []
//@SolidClass base(TeamChoice) size(-32 -32 -32, 32 32 32) = team_breach : "Defines the breach area" []
// Marine weapons
//@PointClass size(-8 -8 -8, 8 8 8) = weapon_knife : "Knife" []
//
//@PointClass size(-8 -8 -8, 8 8 8) = weapon_machinegun : "Machine gun" []
//
//@PointClass size(-8 -8 -8, 8 8 8) = weapon_shotgun : "Shotgun" []
//
//@PointClass size(-8 -8 -8, 8 8 8) = weapon_heavymachinegun : "Heavy machine gun" []
//
//@PointClass size(-8 -8 -8, 8 8 8) = weapon_grenadegun : "Grenade launcher" []
//
//@PointClass size(-8 -8 -8, 8 8 8) = weapon_nukegun : "Nuke launcher" []
//
//@PointClass size(-8 -8 -8, 8 8 8) = weapon_flamegun : "Flame thrower" []
//
//@PointClass size(-8 -8 -8, 8 8 8) = item_welder : "Welder" []
//
//@PointClass size(-8 -8 -8, 8 8 8) = weapon_mine : "Mines" []
//
//@PointClass size(-8 -8 -8, 8 8 8) color(0 128 0) = item_genericammo : "Generic ammo for all marine weapons" []
//
//@PointClass size(-16 -16 -16, 16 16 16) = turret : "Marine turret" []
//
//@PointClass size(-16 -16 -16, 16 16 16) = siegeturret : "Marine siege turret" []
//
//@PointClass size(-16 -16 -16, 16 16 16) = phasegate : "Marine phase gate" []
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
to this line:
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
@SolidClass base(TeamChoice) size(-32 -32 -32, 32 32 32) = team_command : "Command station" []
//@PointClass base(TeamChoice, Angles) size(-32 -32 -32, 32 32 32) studio("models/b_commandstation.mdl") = team_command : "Command station" []
@SolidClass base(TeamChoice) size(-32 -32 -32, 32 32 32) = team_breach : "Defines the breach area" []
// Marine weapons
@PointClass size(-8 -8 -8, 8 8 8) = weapon_knife : "Knife" []
//
//@PointClass size(-8 -8 -8, 8 8 8) = weapon_machinegun : "Machine gun" []
//
@PointClass size(-8 -8 -8, 8 8 8) = weapon_shotgun : "Shotgun" []
//
@PointClass size(-8 -8 -8, 8 8 8) = weapon_heavymachinegun : "Heavy machine gun" []
//
@PointClass size(-8 -8 -8, 8 8 8) = weapon_grenadegun : "Grenade launcher" []
//
@PointClass size(-8 -8 -8, 8 8 8) = weapon_nukegun : "Nuke launcher" []
//
@PointClass size(-8 -8 -8, 8 8 8) = weapon_flamegun : "Flame thrower" []
//
@PointClass size(-8 -8 -8, 8 8 8) = item_welder : "Welder" []
//
@PointClass size(-8 -8 -8, 8 8 8) = weapon_mine : "Mines" []
//
@PointClass size(-8 -8 -8, 8 8 8) color(0 128 0) = item_genericammo : "Generic ammo for all marine weapons" []
//
@PointClass size(-16 -16 -16, 16 16 16) = turret : "Marine turret" []
//
@PointClass size(-16 -16 -16, 16 16 16) = siegeturret : "Marine siege turret" []
//
@PointClass size(-16 -16 -16, 16 16 16) = phasegate : "Marine phase gate" []
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
and now you can set weapons items and buildings as entitys.
Download it here:
<a href='http://www.8ung.at/icebase/ns_w.zip' target='_blank'>NS_w.zip</a>
There has to be a reason that those lines are commented out.
(No, I don't like the idea of NS "fun" maps. Just my opinion. Go away.)
simply use the old ns.fgd and place the entities. even if u now change to the new fgd, the old ones will keep their values.
I tried this with the hl entity "miniturret". but there was a cruel error with it. in normal testmode (langame, choose map, etc." it worked fine, the turrets opened fire no matter which player entered the area (which was exactly what I expected and wanted) and you could switch the turrets off. perfectly. now look what damage the turret do. *opens console and types "sv_cheats 1"*
CRASH!
ok maybe I messed up the entities.
*recompile*
*starts map*
CRASH!
ok maybe the new fgd is better for 2.0 maptesting.
*recompile*
*starts map*
CRASH!
HELL! why doesnt it work? did the ns team not only deleted the entity from the fgd, instead deleted the whole code in ns? why do the turrets show up completely correct ingame?
edit: and NO! the fgd doesnt work as it is supposed to. no weapon or building drop, sit down, F <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
no spawn
maybe it got something to do with the zhlt???
edit: as I see, the team_command is now brushbased <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
and what the hell is the "breach area" <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->