Crimson by Monqui

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Map Description

Its a little arena looking thing... Many layers, all very accessable, seems pretty fun.

Discussion

Posted by Zein on Wed Mar 11th 2009 at 5:24am

If this is CSS, than yes i believe you can name them, add a point_template, name the weapon as one of the template options, go into the flags of the template make sure the 'make template entities dissapear' is checked (IM NOT COMPLETELY SURE WHAT IT SAYS BUT ITS SOMETHING LIKE THAT AND IT NEEDS TO BE CHECKED) go into flags in the weapon, make it start constraint, and on the output add, OnPlayerPickup, (name of template), ForceSpawn. BAM a weapon in your hands and one replaces it immediately
Posted by haymaker on Tue Mar 3rd 2009 at 2:48am

uhoh looks like you followed that path I tried some time ago. This is the game breaking bug that biohazard has, there is no way around it that I could find. Soon you'll end up with a huge pile of weapons at that spot, or at world origin depending on how fickle the game is today.

Weapons are coded completely differently than other entities, you can't name them, teleport them, or disable them properly. That is why I suggested trying the game_player_equip, it can be disabled for a duration ( along with the trigger ). If you were wondering how to target the _equip, try entering !player in the appropriate field. I forget how to get that working tbh, but that's a start.
Posted by Juim on Mon Mar 2nd 2009 at 11:31pm

Well alittle follow up. I found this tutorial at interlopers:
http://www.interlopers.net/forum/viewtopic.php?t=18312
Which does have the weapons floating, and spinning, but the only problem is that when you first run through the weapon, it gives you the weapon, and is supposed to shut off for 16 seconds. In this case though the prop_dynamic_override disappears but the spot where it is(where the trigger_multiple is) gives ammo constantly whether the model is there or not. Need to find out how to tweak that.