Weapon Placement

FacehuggerFacehugger 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-->

Comments

  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    you cant add your own items to an fgd file.
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    A lack of "map gimmicks" seem to be part of NS... there seems to be the idea that such gimmicks take away from the mod, and in many ways I happen to agree.

    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-->
  • Big_Chief_Brown_BottomBig_Chief_Brown_Bottom Join Date: 2003-01-22 Member: 12584Members
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    if you COULD add your own entities, by now i would have movewith and driveable vehicles <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Cloak_of_LettersCloak_of_Letters Join Date: 2003-02-15 Member: 13573Members
    You use to be able to place items with monstermaker but it’s gone now.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    spam weapons, and stuff, in dev mode

    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
  • FacehuggerFacehugger Join Date: 2003-08-23 Member: 20104Members
    edited August 2003
    Well ok the func_vehicle is not included in the ns-code.

    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.
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    All this has been tried before, several times, since the beginning of NS.

    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.
  • Cloak_of_LettersCloak_of_Letters Join Date: 2003-02-15 Member: 13573Members
    <!--QuoteBegin--Erias+Aug 23 2003, 05:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Erias @ Aug 23 2003, 05:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> People in the past have tried all sorts of tricks to spawn weapons and stuff, and, afaik, they have failed. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You use to be able to place items with monstermaker but it’s gone now.
  • azumawarriorazumawarrior Join Date: 2003-02-10 Member: 13393Members
    I don't think it would work because NS clears out all the building/guns at the beginning of the round. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    <!--QuoteBegin--Facehugger+Aug 23 2003, 04:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Facehugger @ Aug 23 2003, 04:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well ok the func_vehicle is not included in the ns-code.

    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-->
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    Actually, I remember reading that NS began its development off of CS.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    How did he get the sources then? I've never seen a link to a CS Half-Life SDK <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> so I assumed it does not exist.
  • Gimpy_Doodly_DooGimpy_Doodly_Doo Join Date: 2003-03-15 Member: 14521Members
    make a bunch of func_breakables. Set spawn on break to shotgun and when you break whatever a SG will spawn. You could also try weapon_grenadegun and weapon_heavymachinegun. Or item_jetpack. But I know shotgun works.
  • IcecreamIcecream Join Date: 2003-05-02 Member: 16006Members
    edited August 2003
    Is it possible to place weapons or items just with an entity?

    <!--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>
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    But does it work? Have you tested it?

    There has to be a reason that those lines are commented out.
  • IcecreamIcecream Join Date: 2003-05-02 Member: 16006Members
    it works!! i test it, the only who not works is the nukegun!!!
  • IcecreamIcecream Join Date: 2003-05-02 Member: 16006Members
    and i think they comment out this lines to stop creating funmaps. Or have you seen ns_iceworld???
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    Those didn't work in 1.x IIRC, but I guess they do now. There goes the neighbourhood.

    (No, I don't like the idea of NS "fun" maps. Just my opinion. Go away.)
  • Gimpy_Doodly_DooGimpy_Doodly_Doo Join Date: 2003-03-15 Member: 14521Members
    I just tryed it, NO!!!!!!!!!!!!!!!!!! it does not work.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    edited August 2003
    if u dont know how to add the "lost" entities like monstermaker or some entities from hl:
    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-->
  • FacehuggerFacehugger Join Date: 2003-08-23 Member: 20104Members
    edited August 2003
    hm, I tried Iscreams version, but nothing happened.
    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-->
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