weapon_slam

weapon_slam

Re: weapon_slam Posted by schulzor2004 on Fri Feb 18th 2005 at 1:07pm
schulzor2004
4 posts
Posted 2005-02-18 1:07pm
4 posts 10 snarkmarks Registered: Jan 20th 2005 Occupation: Manager Location: Germany
I cannot find the weapon_slam entity in Hammer. Of course I have run the latest update, so where is it ?
Re: weapon_slam Posted by French Toast on Fri Feb 18th 2005 at 2:33pm
French Toast
3043 posts
Posted 2005-02-18 2:33pm
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
...maybe there isn't one!
Re: weapon_slam Posted by schulzor2004 on Fri Feb 18th 2005 at 3:02pm
schulzor2004
4 posts
Posted 2005-02-18 3:02pm
4 posts 10 snarkmarks Registered: Jan 20th 2005 Occupation: Manager Location: Germany
Aha, but how to place such item in my hl2dm map ??? dm_steamlab has it too !
Re: weapon_slam Posted by RaPtoR on Fri Feb 18th 2005 at 3:34pm
RaPtoR
212 posts
Posted 2005-02-18 3:34pm
RaPtoR
member
212 posts 61 snarkmarks Registered: Jan 1st 2005 Location: Sweden
Just enter the name "weapon_slam" in a point entity. You cannot use smart edit since it's non supported.
Re: weapon_slam Posted by omegaslayer on Fri Feb 18th 2005 at 5:02pm
omegaslayer
2481 posts
Posted 2005-02-18 5:02pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
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 :biggrin:
Re: weapon_slam Posted by ThisDealer on Fri Feb 18th 2005 at 10:28pm
ThisDealer
18 posts
Posted 2005-02-18 10:28pm
18 posts 12 snarkmarks Registered: Jan 3rd 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
Re: weapon_slam Posted by French Toast on Fri Feb 18th 2005 at 10:52pm
French Toast
3043 posts
Posted 2005-02-18 10:52pm
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
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
Re: weapon_slam Posted by keved on Sat Feb 19th 2005 at 5:30pm
keved
252 posts
Posted 2005-02-19 5:30pm
keved
member
252 posts 515 snarkmarks Registered: Jan 21st 2005 Occupation: Games designer, Rockstar Leeds Location: Leeds, UK
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.
Re: weapon_slam Posted by fishy on Sun Feb 20th 2005 at 2:31am
fishy
2623 posts
Posted 2005-02-20 2:31am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
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.

User posted image

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;

User posted image
Re: weapon_slam Posted by Dark Tree on Thu Sep 29th 2005 at 11:45pm
Dark Tree
646 posts
Posted 2005-09-29 11:45pm
646 posts 264 snarkmarks Registered: Apr 30th 2004 Occupation: DigiPen student Location: USA
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.
Re: weapon_slam Posted by omegaslayer on Fri Sep 30th 2005 at 1:11am
omegaslayer
2481 posts
Posted 2005-09-30 1:11am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
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.
Posting And You
Re: weapon_slam Posted by Dark Tree on Fri Sep 30th 2005 at 2:19am
Dark Tree
646 posts
Posted 2005-09-30 2:19am
646 posts 264 snarkmarks Registered: Apr 30th 2004 Occupation: DigiPen student Location: USA
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.....
Re: weapon_slam Posted by omegaslayer on Fri Sep 30th 2005 at 3:59am
omegaslayer
2481 posts
Posted 2005-09-30 3:59am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
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.
Posting And You
Re: weapon_slam Posted by Dark Tree on Fri Sep 30th 2005 at 6:29am
Dark Tree
646 posts
Posted 2005-09-30 6:29am
646 posts 264 snarkmarks Registered: Apr 30th 2004 Occupation: DigiPen student Location: USA
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
Re: weapon_slam Posted by Crono on Fri Sep 30th 2005 at 6:44am
Crono
6628 posts
Posted 2005-09-30 6:44am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
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.
Re: weapon_slam Posted by omegaslayer on Fri Sep 30th 2005 at 10:46pm
omegaslayer
2481 posts
Posted 2005-09-30 10:46pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
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 :smile: .

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.
Posting And You
Re: weapon_slam Posted by Dark Tree on Sat Oct 1st 2005 at 11:06pm
Dark Tree
646 posts
Posted 2005-10-01 11:06pm
646 posts 264 snarkmarks Registered: Apr 30th 2004 Occupation: DigiPen student Location: USA
Great, thx.