cs expert fgd

cs expert fgd

Re: cs expert fgd Posted by KoRnFlakes on Sat Sep 20th 2003 at 8:03pm
KoRnFlakes
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Posted 2003-09-20 8:03pm
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As the topic says, Where can I get the expert cs fgd? my one lacks the entities I need :sad:
Re: cs expert fgd Posted by Hornpipe2 on Sat Sep 20th 2003 at 8:11pm
Hornpipe2
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Posted 2003-09-20 8:11pm
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There's a whole lot of FGD files on this site:

http://dev.valve-erc.com/index.php?area=browse

including the CS-Expert FGD.

 

EDIT: This is linked from the VERC Collective, and is apparently a semi-official download site.
Re: cs expert fgd Posted by KoRnFlakes on Sat Sep 20th 2003 at 8:23pm
KoRnFlakes
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Posted 2003-09-20 8:23pm
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thanks m8, next question. how do I make something trigger every 0.1 seconds & will it lag the game at this many times?
Re: cs expert fgd Posted by Hornpipe2 on Sat Sep 20th 2003 at 8:37pm
Hornpipe2
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Posted 2003-09-20 8:37pm
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Try it out.  Your best bet is to have a multimanager called by a trigger_auto (or maybe it's something else, I don't recall) .5 seconds after game start, and the multimanager calls itself.  That's the only way I can think of how to add timers.

I also don't know if you want that multithreaded, or if you want to have two multimanagers that call each other instead of one recursively calling itself.  But yeah, try it out to see if it lags.  What exactly are you timing?
Re: cs expert fgd Posted by Gollum on Sat Sep 20th 2003 at 8:50pm
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Posted 2003-09-20 8:50pm
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Note: KoRn has informed me that he wants to use this idea to keep equipping players with weapons.

Use one multi_manager set to target itself after 0.1 seconds; it should also target your game_equip immediately (0 seconds).  Make it multithreaded and start it off using a trigger_auto with a short delay (e.g. 1 second).

I use looping multi_managers for a similar purpose - in fact, to make an env_shake stay active.  I'm not aware of it causing excessive lag, nor can I see a reason that it would.  You see, there are lots of entities that are "thinking" in a DM map (certainly anything moving has to think a lot).  I don't see why a nearly continuous mm trigger is any worse than a continuous func_train "think update".

However, there may be a problem with what you are trying to do, not because of LAG, but because of EDICTS.

Whenever a player is equipped, some edicts are used up for a short time.  This happens even if the player is on full ammo!

As a result, your setup might result in an excessive use of edicts, that would almost immediately crash the map.

All I can suggest, though, is that you try it out.  But if you get the message, "Ed_Alloc: No Free Edicts", you will know what's happened :smile:
Re: cs expert fgd Posted by KoRnFlakes on Sat Sep 20th 2003 at 9:04pm
KoRnFlakes
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Posted 2003-09-20 9:04pm
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thanks goll, just tried it but no luck.
erm It triggered the equip entity at the start of the map, but it doesnt seem to have triggered it again.

the idea is to constantly give grenades to the player. the weaponstrip works, the give grenade works but after ive thrown the gren it doesnt re-trigger & give me another gren.

Perhaps its because the equip entity cannot be re-triggered or perhaps my multi-manager isnt triggering itself again. I dont know tbh :sad:
Re: cs expert fgd Posted by Hornpipe2 on Sat Sep 20th 2003 at 9:10pm
Hornpipe2
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Posted 2003-09-20 9:10pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
I was under the impression that game_equip only set the starting equipment for the players and was not supposed to "equip" them afterwards.  I have no idea what you'd use instead.  Maybe you could bury a skillion grenades in the floor out of player sight but within reach?

No, now I'm just being silly.
Re: cs expert fgd Posted by KoRnFlakes on Sat Sep 20th 2003 at 9:14pm
KoRnFlakes
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Posted 2003-09-20 9:14pm
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hmm, I set the delay on the trigger_auto > mm to 0.1 & its caused an error in mp.dll :sad: doesnt look like im allowed to constantly trigger.

+ equip needs to be triggered so I think its during game not just the start.
Re: cs expert fgd Posted by Hornpipe2 on Sat Sep 20th 2003 at 9:19pm
Hornpipe2
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Posted 2003-09-20 9:19pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Trigger_auto goes off when the map loads.  Make sure you set that to .5 or so, that way other entities have time to load before it gets called.  There's a game_playerjoin entity which is what you might want to use, which goes off whenever a player joins the server.  Calling a multithreaded MM from there (if I recall correctly) will cause the MM to affect only that player, not everyone else.  (if you use auto, use a non-multithreaded so everyone is affected at the same time.  if you use playerjoin, try multithreaded, else the game will probably crash when too many players join and the MM gets called a hole lot.)  You might try a playerequip from that point, and have the MM call itself every .1 seconds.
Re: cs expert fgd Posted by Sinner_D on Sat Sep 20th 2003 at 9:23pm
Sinner_D
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Posted 2003-09-20 9:23pm
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umm, BUYZONE!!! the whole point of cs...lol

a map that hacks for its players...OMG...lol

id like to see this map when its done. gl korn, P.S. i have an expert fgd that allows equipting of all CS weapons including handguns, aswell as ammo for those weapons, not to mention armor and nades. MUAHAHA
Re: cs expert fgd Posted by KoRnFlakes on Sat Sep 20th 2003 at 9:28pm
KoRnFlakes
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Posted 2003-09-20 9:28pm
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
hmm, ive had no such luck so far, everything I try ends up as a mp.dll error. Any idea what a trigger_relay is?
Re: cs expert fgd Posted by Hornpipe2 on Sat Sep 20th 2003 at 9:28pm
Hornpipe2
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Posted 2003-09-20 9:28pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Sinner_D said:
a map that hacks for its players...OMG...lol
Be prepared for Korn's next release, de_grenadespam.bsp
Re: cs expert fgd Posted by KoRnFlakes on Sat Sep 20th 2003 at 9:30pm
KoRnFlakes
1125 posts
Posted 2003-09-20 9:30pm
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
Hornpipe2 said:
Sinner_D said:
a map that hacks for its players...OMG...lol
Be prepared for Korn's next release, de_grenadespam.bsp
lol, something along those lines. It must be possible to do, Its not as if its the most complex thing ever :/

Edit: Just tried lots of squares of trigger_multiples, It would work because the player probably wont be standing still, but it does mean a fair amount of entities & models being constantly dropped on them :/  - Not exactly the best idea tbh.

il keep trying things but it doesnt look as if I can do this :/
Re: cs expert fgd Posted by Gollum on Sat Sep 20th 2003 at 9:42pm
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Posted 2003-09-20 9:42pm
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*sigh*  This is getting confused and messy very fast.  There are lots of questions here; let's review some of them:
  • Is it possible to use mm's to repeatedly trigger something? Answer: yes
  • Will this directly cause too much lag? Answer: no
  • Will the thing that is triggered cause too much lag or any other problems? Answer: maybe - it depends on what you're doing
  • Can I use a game_player_equip to give players weapons at spawn? Answer: yes
  • ....and after spawning? Answer: no
  • What is a trigger_relay?  Answer: a multi_manager with only one target
Sorry I missed the obvious problem - game_player_equips only work on spawn :sad:
Re: cs expert fgd Posted by KoRnFlakes on Sat Sep 20th 2003 at 9:45pm
KoRnFlakes
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Posted 2003-09-20 9:45pm
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....and after spawning? Answer: no

you can m8, just tried it with lots of trigger_multiples targetting my game_player_equip that gives grens.
Re: cs expert fgd Posted by Gollum on Sat Sep 20th 2003 at 9:52pm
Gollum
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Posted 2003-09-20 9:52pm
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That's interesting!  :smile:   Perhaps this is a feature of CS.  Anyway, your setup should work.

It sounds like you are not having problems with equipping players, but only with the triggering.  In that case, you might like to trigger something else instead - something simple like a sound.  See if you can make a sound play every few seconds using mms (I know this works); if so, you can adapt the method.
Re: cs expert fgd Posted by KoRnFlakes on Sat Sep 20th 2003 at 9:59pm
KoRnFlakes
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Posted 2003-09-20 9:59pm
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
ok I have a light called dave, The mm was set to dave & it worked. every 0.1 of a second it toggled (like a flicker effect on/off) but as soon as I changed it to "grenade" (my player_equip) it didnt work, I get the one gren & then thats it.
Re: cs expert fgd Posted by Gollum on Sat Sep 20th 2003 at 10:10pm
Gollum
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Posted 2003-09-20 10:10pm
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Good - you now know that your triggering method is working as expected, but the entities it triggers are not behaving as you wish :smile:

/me pats KoRn on the back

Something's odd here.....why would a game_player_equip behave as you describe?

thinks a bit harder

Right, this is how a game_player_equip is supposed to work.  If it has no name, then it will be active at the start of the level.  That means simply that it will determine which items the player spawns with.

However, they are often used to change the weapons part-way through the level.  To do this, you just give it a name and trigger it when you wish to alter the spawn weapons.

Now, I thought that this change would only take effect on respawn, but from what you've said it seems to happen immediately.  So this is what I think is happening:

You trigger a game_player_equip.  It activates, and gives you the specified weapons (query: does it take away any other weapons you might have?).  Afterwards, it remains active - which means nothing more than giving you the specified weapons on spawn.

If this is the case, you might be able to manipulate this odd behaviour to your advantage.  What happens if you have two different game_player_equip entities, and swap between them?  That is, trigger one then trigger another?
Re: cs expert fgd Posted by Sinner_D on Sat Sep 20th 2003 at 10:15pm
Sinner_D
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Posted 2003-09-20 10:15pm
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i will add that CS only allows "1" HE nade per player, just incase you didnt already know.

why dont you just do it the old fasion way and layout a shiet load of nades on the ground...lol

P.S. i would like to see your triggering setup, as i may beable to use it with my landing lights for my map. im horrible with multi-entity functions, i just never got the hang of themz entities.

i do however believe that game player equip ents dont affect already equipted weapons, only adds what its specified to add.
Re: cs expert fgd Posted by KoRnFlakes on Sat Sep 20th 2003 at 10:31pm
KoRnFlakes
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Posted 2003-09-20 10:31pm
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n1 goll. I tried it with 2 mm's + 2 equips. after I used my 1st gren it gave me another, After I used that. Nothing.

so at a guess 3 equips = 3 grens. Interesting tbh, not sure if I can do jack about it but if I were just to make say 40 of each (nobody would ever go through it all) would it matter? eg lag etc due to loads of ents?
Re: cs expert fgd Posted by Cash Car Star on Sat Sep 20th 2003 at 10:36pm
Cash Car Star
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Posted 2003-09-20 10:36pm
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Armoury_entity puts a weapon on the ground...

Another question you need to think about: does CS really need another map where everybody gets too damn many weapons?
Re: cs expert fgd Posted by Sinner_D on Sat Sep 20th 2003 at 10:38pm
Sinner_D
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Posted 2003-09-20 10:38pm
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so in otherwords, i guess game player equip ents cant be triggered multiple times, this is interesting. i wonder if there is something in the fgd about that.

P.S. i like this idea of auto equipting of weapons instead of just laying them on the ground like iceworld, please let me know when this map is out, ill play test it for ya :smile:
Re: cs expert fgd Posted by KoRnFlakes on Sat Sep 20th 2003 at 10:38pm
KoRnFlakes
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Posted 2003-09-20 10:38pm
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
heh, me and a few mates just want to play a fun map for 15 mins, infinite grens so to speak & lots of glass flooring pannels & a large place to fall = hilarious for a little while or at least should be.

It wont go public unless I really like it m8, Dont worry.

Edit: 3 equips = 3 grens. I think il use this technique. Thanks allot gollum m8.

Edit2: Back to the drawing board tbh, I tested it with a sequence of 10. I knew I had only thrown 5/6 grens before I ran out. Little did I know that the grens were just spawning on my head. This would be ok if I could loop it, But I cant because it only triggers each equip once :/

blurgh!
Re: cs expert fgd Posted by Sinner_D on Sun Sep 21st 2003 at 2:45am
Sinner_D
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Posted 2003-09-21 2:45am
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LMAO!!! opps, sure hope those nades are primed :razz: hehehe
Re: cs expert fgd Posted by KoRnFlakes on Sun Sep 21st 2003 at 11:47am
KoRnFlakes
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Posted 2003-09-21 11:47am
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
mk, how do I disable the buy zone or just disable the buying of weapons?
Re: cs expert fgd Posted by Gollum on Sun Sep 21st 2003 at 12:02pm
Gollum
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Posted 2003-09-21 12:02pm
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Have you tried something like this:

Trigger equip1, trigger equip2, trigger equip1, trigger equip2.....etc.

Or you could try:

Trigger equip1,
Trigger equip1 triggertype = off, trigger equip2 triggertype = on,
Trigger equip2 triggertype = off, trigger equip1 triggertype = on

...etc.
Re: cs expert fgd Posted by KoRnFlakes on Sun Sep 21st 2003 at 1:09pm
KoRnFlakes
1125 posts
Posted 2003-09-21 1:09pm
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
It doesnt matter goll m8. I just used the box methos in the end, finished it this morning & tested it with a m8. Its bloody enormous fun. Gonna touch it up a bit & play it with 3/4 of us tonight.

As I hoped it has made me wanna finish my competition map now so hopefully tommorow il get back to that.

Thanks for your help goll, much appreciated & ive had so much fun playing this map it was very much worthwhile.
Re: cs expert fgd Posted by KoRnFlakes on Sun Sep 21st 2003 at 2:48pm
KoRnFlakes
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Posted 2003-09-21 2:48pm
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
I'm having a bit of trouble with the lighting, When I stand on glass the hand model is pure black, when I step on my normal brushes its fine.

Edit: nvm, sorted with a light_environment.
Re: cs expert fgd Posted by Hornpipe2 on Sun Sep 21st 2003 at 4:45pm
Hornpipe2
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Posted 2003-09-21 4:45pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
To disable buying, try placing the func_buyzone in a location the players can never reach.  If you don't have one, it automatically places them around player_starts and player_deathmatches for you.
Re: cs expert fgd Posted by KoRnFlakes on Sun Sep 21st 2003 at 5:50pm
KoRnFlakes
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Posted 2003-09-21 5:50pm
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I sorted that m8, info_game_parameters or somesuch. Played it again tonight with monqui & 2 of my m8s, Good fun :smile:
Re: cs expert fgd Posted by KoRnFlakes on Mon Sep 22nd 2003 at 8:10am
KoRnFlakes
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Posted 2003-09-22 8:10am
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ive looked in the env_sprite & cycler_sprite flags but I cant find anything to lock its axis.
Re: cs expert fgd Posted by mazemaster on Mon Sep 22nd 2003 at 9:09am
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Posted 2003-09-22 9:09am
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You must edit the sprite file itself. You can do this with spritemage:

http://www.slackiller.com/hlprograms/spritemage.zip

its in german, but the options are pretty self-explanatory:

paralell upright = z-axis locked

facing upright or oriented (not sure which) = completely locked on all axes - like a poly just sitting there basically. You can modify the direction that the sprite faces with Pitch Yaw Roll (aka the "angles" key), but make sure that there are no values of 0 - theres a bug that screws it up then. If you want a P Y or R of 0, just enter 0.1 instead. also it is 1 sided only.

paralell - normal sprites which face you wherever you go.