weapon_slam
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Re: weapon_slam
Posted by schulzor2004 on Fri Feb 18th at 1:07pm 2005


I cannot find the weapon_slam entity in Hammer. Of course I have run the latest update, so where is it ?






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Re: weapon_slam
Posted by French Toast on Fri Feb 18th at 2:33pm 2005


...maybe there isn't one! [addsig]



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Re: weapon_slam
Posted by schulzor2004 on Fri Feb 18th at 3:02pm 2005


Aha, but how to place such item in my hl2dm map ??? dm_steamlab has it too !




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Re: weapon_slam
Posted by RaPtoR on Fri Feb 18th at 3:34pm 2005


Just enter the name "weapon_slam" in a point entity. You cannot use smart edit since it's non supported.
[addsig]




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Re: weapon_slam
Posted by omegaslayer on Fri Feb 18th at 5:02pm 2005


? quote:
Just enter the name "weapon_slam" in a point entity brush. You cannot use smart edit since it's non supported.

Doing this crashes hammer (at least for me), de-compile them map and find out
[addsig]




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Re: weapon_slam
Posted by ThisDealer on Fri Feb 18th at 10:28pm 2005


and how wood you go about De-compiling m8? ...................................
>>>>>>>>>>>>
just compiled my map and hes right i just added a wep and renamed it to weapon_slam and works fine, bear in mind it shows up as a obsolete icon in hammer ;P [addsig]




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Re: weapon_slam
Posted by French Toast on Fri Feb 18th at 10:52pm 2005


To decompile a map, you need a decompiler! As of now the only one I know of is linked to in Rof's signature.

*Kudos to you Rof, that decompiler comes in handy a lot* [addsig]




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Re: weapon_slam
Posted by keved on Sat Feb 19th at 5:30pm 2005


A bit baffling that Valve release the Slam but don't actually update the fgd to include its entity!

But yeah, as others have said, just add any weapon entity and manually change its class name to weapon_slam. That works fine...I've already added it to 2 of my levels, NP_Refinery beta 7 and Riot beta 1.





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Re: weapon_slam
Posted by fishy on Sun Feb 20th at 2:31am 2005


it's not a big deal, as valve will probably have the fgd updated soon enough, but i thought i'd take a few pics and explain it to anyone thats interested.

open the halflife2.fgd in your text editor (it's in the sourcesdk/bin folder), and scroll down to where the weapons are listed. i left the line numbers viewable to make it easier. if you dont have line numbers, it shouldn't be too hard too find.

the line that's highlighted in blue and the square brackets at the end of the line above are what i added. then, when i save it and restart hammer, i have this;

[addsig]




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Re: weapon_slam
Posted by Dark Tree on Thu Sep 29th at 11:45pm 2005


OK....I am still having major issues with 2 elements to adding a SLAM to my Single Player map.

1. I cannot add a "weapon_slam" to my map, as it doesn't exist in hammer. I tried adding a model and just renaming it to weapon_slam as the class value, but that just produces an obsolete dude. I try to compile the map, but no slam in the map. I restart hammer, still no slammeroo. I decompiled a map containing some slams, and the entity was indeed a weapon_slam (but it shows up as an obsolete entity). I have no slam models in my weapons folder or anywhere else I can find.

2. Issue #2: I want to add a npc_slam to my map (or whatever they are called) so that when the map starts up, the slam is already mounted and activated (not as a weapon to pick up). Obviously, if I can't even get the slam in my map, I can't do this portion either.

Am I missing something? Can I not creat a HL2SP (or MP) map with slams? I opened up HL2 and opened my map and opened console and typed 'give weapon_slam' is responds in red lettters: 'Attempted to create unknown entity type npc_slam!'. So what's going on?

Also, I tried Fishys method and edited the fgd file. Now when I open my map with my "slam" entitys in it, there isn't any longer an 'obsolete' entity, but a small blue box (doesn't show model). On its 'flags' tab it has the options to tick 'start constrained' and 'start without grab functionality' which shows that it is at least REGISTERING that there is an existign slam entity...

why the hell would I manually have to edit the fgd file to make hammer do that? The slam still does not show up in any way, shape, or form in my map.

I did search for this topic, so if it has been covered somewhere else, feel free to point me in the right direction.

And again, thanks, guys in advance.




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Re: weapon_slam
Posted by omegaslayer on Fri Sep 30th at 1:11am 2005


The slam doesnt exist in single player. What ever single player map you decompiled must have been a mod, because as to the best of my knowlege the slam doenst work in single player. It was only added to HL2 DM to bring back the classic trip mines that people were bitching about.





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Re: weapon_slam
Posted by Dark Tree on Fri Sep 30th at 2:19am 2005


Thanks Omega, and yes, I had decompiled a ProMod map.

Is there a way to make slams available for HL2? Or would there have to be some coding involved.....




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Re: weapon_slam
Posted by omegaslayer on Fri Sep 30th at 3:59am 2005


Coding required, but im sure you could work out a nifty entity set up, where the model is there (embed it in the BSP) and then use env_beam trigger an env_explosion to explode, then have some sounds, it wouldnt take that much to do (this is your npc_slam solution) as for using it (setting them) that would require a whole mod.





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Re: weapon_slam
Posted by Dark Tree on Fri Sep 30th at 6:29am 2005


Great! I'm not too worried about using them...just wanna have them pre-set and ready to blow your head off in a map.

To make it decent looking, I think I will have to do:

slam model
env_beam
env_explosion
env_shake
trigger_hurt
trigger_once

It sounds like a long operation, but, like you said....doable....and once I do it once, just copy and pasteroo (varying trigger names).

Tank j00 <3






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Re: weapon_slam
Posted by Crono on Fri Sep 30th at 6:44am 2005


I'm sorry, wouldn't it make more sense to just use a physics object? Since it can have a destroyable property with explosion? That takes care of the explosion, shake, hurt, and trigger once.

This way, you could pick it up and junk. If you wanted a "mountable" one with a laser, I'm sure there's certain entities you can tie them to on contact or something as such.

Just another way to think about it, I guess.



Blame it on Microsoft, God does.



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Re: weapon_slam
Posted by omegaslayer on Fri Sep 30th at 10:46pm 2005


? quote:
Great! I'm not too worried about using them...just wanna have them pre-set and ready to blow your head off in a map.

To make it decent looking, I think I will have to do:

slam model
env_beam
env_explosion
env_shake
trigger_hurt
trigger_once

It sounds like a long operation, but, like you said....doable....and once I do it once, just copy and pasteroo (varying trigger names).

Tank j00 <3



Really all you need is the model, env_beam (there is an option in there that allows it to have an output when the player trips the beam) and env_explosion, this does damage realisically rather then the trigger hurt), the shake, hurt are handled by the env_explosion. Keep things as simple as possible .

edit: In the env_beam there is an option called touchtype(tripwire) and set the value to player (or what ever you want). Then have an output of "OnTouchedByEntity" and set acordingly.






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Re: weapon_slam
Posted by Dark Tree on Sat Oct 1st at 11:06pm 2005


Great, thx.





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