A few last problems


(evillair) #1

I’m finalizing my map but there’s a few things I haven’t been able to fix, maybe someone could help me out.

[fixed number 1]

  1. When ‘repairing’ the command post there’s no clipping on the object. You get crushed if you get in the way of the clip of the built model when completed. (I’m using the command post tutorial found on this forum, I can’t find the url at this time though, I can post it if need be.)

  2. VO; I haven’t gotten around to downloading many custom maps, I was wondering if not having VO sounds acceptable?

Thanks in advance.


(chavo_one) #2

For number 2, Just copy the clip brush for the completed command center, texture it with ‘clip’, and make sure it’s part of the worldspawn.

That’s what I did after looking at goldrush. :slight_smile:


(evillair) #3

Yeah, I have a ‘normal’ clip brush there right now, it’s just that you can’t get to the side of it. I thought it was an error with my command post, I never noticed it in the SD maps.


(Slaughter) #4

I Played axis engineer on fueldump yesterday, when the game started, me and another fellow engineer began to construct the command post together. What happened was that as soon as the construction finished, the other guy just exploded in front of me, crushed by the built model.

Weird… :skull:


(CanadaDemon) #5

It happened to me first when I was on the ‘Seawall Battery’ map, building either machine gun. One moment I was building, the next moment I got blown up into tiny pieces. It also may happen if you stand under the bridge while it’s being built in Battery as well.


(evillair) #6

They do give you a text warning (most of the time) “leave the construction area”.


(Mlehliw) #7

If you really want vo sounds in your map and are out of solutions you can download this.

It will convert any text into a wav file. Unfortunately it records it at a sample rate of 11025 hz and enemy territory won’t play it back unless it is 22050 hz. So you have to download some music editor to correct this and the following side-effects of doing that (mainly that it speeds the voice up making it sound squeaky).


(chavo_one) #8

Thanks for the diversion from work, Mlehliw. :smiley:

That program is pretty cool, but I would hate to have to listen to those voices over and over again! Somehow they have forgotten to include a “German” Sam voice. Such oversight indeed!


(Mlehliw) #9

Heh no problem how important can work be anyway :smiley:

But yea those voices get pretty dry after while plus they can be hard to hear in game unless you pump up the volume of the wav.


(evillair) #10

Which entity is used for the spectator default camera?
I thought I had one of my errors fixed but I guess not :\


(Dark Killer) #11

the default spectator cam was info_player_deathmatch for me so just place it anywhere and the spectator would start there!


(evillair) #12

yeah, I know he starts there.
What I meant was the bottom camera in the limbo menu.

I figured it out; I placed a info_limbo_camera with ‘objective’ ‘0’ that targeted a info_null, that worked.