Posted by SnarkSephiroth on Sat Sep 20th at 9:29pm 2003
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Posted by Wild Card on Sat Sep 20th at 9:34pm 2003
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Posted by SnarkSephiroth on Sat Sep 20th at 9:37pm 2003
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Posted by Wild Card on Sat Sep 20th at 9:42pm 2003
If you already have a map, say, for HLDM, and you want it for, OP4, you'll have to do what I said, except find the OP4 Game Data File and then reopen your map using the OP4 settings.
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Posted by SnarkSephiroth on Sat Sep 20th at 9:44pm 2003
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Posted by Wild Card on Sat Sep 20th at 9:50pm 2003
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Posted by Orpheus on Sat Sep 20th at 9:51pm 2003
it might be mentioned for any future questions of this sort..
the only REAL difference in making any map mod specific is loading the proper .fgd file...
i can take my map "no_patience" load the .rmf or .map and change the .fgd from HL to OP4 and place the items "SPECIFIC" to the mod and recompile it.. it will become an OP4 map...
same holds true for any map... the map will play, it just may not be suited for good playing... "no_patience" would make a crappy TFC or CS map... but it can be done..
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Posted by Sinner_D on Sat Sep 20th at 9:55pm 2003
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Posted by Cash Car Star on Sat Sep 20th at 10:27pm 2003
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Posted by Orpheus on Sat Sep 20th at 10:37pm 2003
you know, someone who knows this stuff, ought to ask the new SP questionare and see if this page comes up..
see i didn't know about those player heights, nor the alternate player-starts..
it would be interesting to see if the new system is functional...
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Posted by Sinner_D on Sun Sep 21st at 5:55am 2003
first off, i dont believe the dimensions are any different between CS, and HL players.
secondly, counterstrike works where any "info_player_start" entities are counter-terrorist spawns, and "info_player_deathmatch" ents are terrorist spawns.
other then that, you'll need to know about other CS oriented entities...
hostage_entity: self explainitory, spawn for a hostage.
info_hostage_rescue: "brush based"for cs maps... this will be the area inwhich a CT will need to get the hostages to inorder to rescue the hostages, and win the round.
info_bomb_target: "brush based" for de maps... this is the area where a t will need to be inorder to plant the bomb, there can be more then one, i suggest no more then 3.
other then that, you can use most of, if not all of HL entities. you might want to pick up a cs fgd file "halflife-cs.fgd" or if your feeling luck "halflife-cs expert.fgd"
good luck
P.S. if none of these three entities are placed within a map, the map will be a simple deathmatch map, only in CS.
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Posted by Cash Car Star on Sun Sep 21st at 9:28am 2003
| ? posted by Sinner_D |
|
first off, i dont believe the dimensions are any different between CS, and HL players. |
Wrong. Around beta 6 or 7, new models were introduced that were slightly shorter, and the viewpoint was lowered ~12 units. The hullfiles, however, remained the same. A slew of old maps that haven't been updated look really out of proportion. Watch someone running between the taller-than-them seats of cs_747, the might-as-well-be-a-refrigerator computer monitors of de_prodigy, the monster vehicles of cs_siege and cs_assault, or if you have it, the eat-you-alive urinals of cs_facility.
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Posted by Sinner_D on Sun Sep 21st at 7:10pm 2003
i have been playing CS sense about 1.0 and ive never noticed any hieght differences maybe your talking about an earliar version. but anyways, if the hullfiles are the same, it really doesnt matter...except if he were trying to create a new CS map.
unless he is planning on changing the map enough to fit CS size players.
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Posted by Cash Car Star on Sun Sep 21st at 8:23pm 2003
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Posted by LilRio on Mon Jan 5th at 1:32pm 2004
Posted by Forceflow on Mon Jan 5th at 5:09pm 2004
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Posted by sde on Mon Jan 5th at 7:39pm 2004
I think that every time somebody targets a game_score, it adds a point to either them or their team, game_end ends the round, game_counter can be used as some sort of counter so that when a certain amount of somethings are done one team wins, counter_set sets that counter (i.e. back to 0) (these are all informed guesses by the way!), team_master/set i have no idea, weapon_strip when triggered removes everyone's weapons and player_equip when targetted gives people weapons that are set up outside of smartedit, e.g. like multimanager, so to give everyone who triggers it a deagle with no ammo it would be:
key: deagle
value: 1
ok? and armoury_entities are used to actually put certain weapons on the ground. also, if you find the cs expert fgd on some site or other (i think the VERC collective has it), you can put other CS entities in that are not in the standard FGD!
If you don't mind, I'd also like to ask: how do you set up the camera views right at the start? I'm going to go and search now, but I'd be obliged if anyone could give me a quick answer in this thread. Thanks, and I hope all that helped ![]()
Posted by Gwil on Mon Jan 5th at 7:45pm 2004
| ? posted by Cash Car Star |
| Yes I am. Note how I said beta 6 and beta 7. There was CS before it went retail, 7 betas of it. I really feel sorry in a way for people that were unable to play the game during any of the betas, it was quite the fun back then. |
Amen to that, brother. Beta 4, 5.2 and 6 were the glory days IMO. After that it all kinda went downhill, did Beta 6 onward I suppose..
Oh well..
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Posted by LilRio on Mon Jan 5th at 8:35pm 2004
i wanted to no those cos i thought it'd help me get my map working.
MY PROB:
when i choose my team its ok but when i choose a type it closes, it onl hapens on my map, so theres some prob, there r no leaks or errors found either plz help
Posted by Hornpipe2 on Mon Jan 5th at 8:43pm 2004
| ? posted by LilRio |
| how do u set up game_score, game_end, game_counter, game_counter_set, game_team_master, game_team_set, player_weapon_strip and game_player_equip and anything else that i need to get my map to work |
Making a CS Map in 4 easy steps:
1) Create the layout. Make your walls and all that good stuff. Place lights.
2) Place 16 info_player_start entities (spaced far enough that they don't get stuck in one another) at the CT spawn location.
3) Place 16 info_player_deathmatch entities at the T spawn location.
4) a. Bomb maps: Select the AAATRIGGER texture and make a big block around where you want the bomb to be placed. Click "toEntity" and make this an func_bomb_target. Create more than one if you so choose.
b. Hostage maps: Put a block at the "escape" spot where hostages have to be taken to make them escape. Make this an func_hostage_rescue. Now add a few hostage_entity entities around for where hostages spawn in.
c. Assasination maps: Put a func_vip_safetyzone where you want the VIP to escape.
Don't worry about game_zone or game_players or anything, just put the entities mentioned above in the correct places and the game manages all scoring aspects for you. Simple, eh?
EDIT: Sounds like you've screwed up somewhere in your entity chain. Did you already try putting in those game_whatever entities? If so, try removing them.
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