Re: Team based env_laser
Posted by sMeLLyCaT on
Sat Sep 1st 2007 at 2:42pm
12 posts
231 snarkmarks
Registered:
Dec 5th 2005
Occupation: Student
Location: UK
I've been playing with changing entities with Ripent and I've hit a problem: How can I create team based env_lasers around zones (ie, red team die walking through, blue team is unharmed) without being able to use a trigger_hurt. I don't know if I'm missing something obvious as it's clearly possible (see TFC server Jolt Dustbowl for example).
I've been unable to find a guide to help me with this so I'm kinda stuck. Any help appreciated.
Re: Team based env_laser
Posted by Cash Car Star on
Sat Sep 1st 2007 at 5:29pm
1260 posts
345 snarkmarks
Registered:
Apr 7th 2002
Occupation: post-student
Location: Connecticut (sigh)
Not totally familiar with TFC entities, but for the semi-similar Science & Industry mod I would add a damage value to the env_laser and then add a team value to it.
Re: Team based env_laser
Posted by fishy on
Sat Sep 1st 2007 at 11:57pm
Posted
2007-09-01 11:57pm
fishy
member
2623 posts
1476 snarkmarks
Registered:
Sep 7th 2003
Location: glasgow
not something that i've tried, so a guess woukd be;
make a simple map with an env_beam or env_laser (both have properties to kill, and as it's tfc, should also be able to target either team)
ripent the map.
locate the laser entry in the ent file.
copy/paste the data to the ent file of map you want to add the laser to.
the newly pasted data will contain the co-ordinates of the start/end of the test map laser. these will need to be changed to the co-ordinates of it's location in the new map. i'm sure you can find these co-ordinates by noclipping to the locations and typing status in the console (with cheats on, of course)
it might be that you need a second entity, like an info_target, for the endpoint of the laser. if so, just use the same method to place it.
[edit] after seeing this at FF, i had to dig out hammer 3.5(snarkpit edition :smile: ) to check the properties of the beams and lasers, and i'm very surprised that neither are able to be made team specific. i'm not sure if ripent can add brush entities, but it looks like trigger hurts are what's needed.
i eat paint
Re: Team based env_laser
Posted by fishy on
Sun Sep 2nd 2007 at 2:03am
fishy
member
2623 posts
1476 snarkmarks
Registered:
Sep 7th 2003
Location: glasgow
if you can find the brush geometry of the gates in the ent file, you may be able to copy it as a base for trigger_hurts.
that's if it's dustbowl that you want to do this to.
i eat paint
Re: Team based env_laser
Posted by sMeLLyCaT on
Mon Sep 3rd 2007 at 3:54pm
12 posts
231 snarkmarks
Registered:
Dec 5th 2005
Occupation: Student
Location: UK
Yes you were right.
"With jolt dustbowl I had to duplicate the gate brushes and turn them into trigger_hurt, the lasers are only for show"
Thanks for the help.