Add ammo and Health


(phisherman) #81

Ok, I’ll read the tutorial. Sorry. :-/


(phisherman) #82

Ok, I read the Tutorial, but I dont want to learn mapping, I want to place HNACs. So I read the html where the mapper tells you about them. And what he made is a prefab, with a lot of triggers and clips and stuff, but with no origins. o.O I dont know how this is possible, maybe he just wants to annoy me, but I dont actually care.

I dont want to learn mapping, and I dont want to have a general idea of this damn tool, which cannot even show me the map like I see it ingame. I dont know why I need 53 triggers around my one damn only single HNAC, why cant you just tell that stupid tool to just place it there, put the triggers around it and everybody’s happy? Why isnt this possible? Why cant the tool put the “give me ammo” and “you are near HNAC” triggers around it automatically? Why is the trigger_heal I create with this tool invisible? The trigger in 2bit’s prefab isnt either.
I’m sorry I’m insulting this program, I’m sure its easy to use when you know how to use it, but I dont.

So if anybody still want to help me, please explain me the following:
I have three values, one for X-Axis, one for Y-Axis and one for Z-Axis. Those three values define one single point somewhere in the map. ET knows how big the HNAC is and puts it to this point. I know need to know how ET puts the HNAC to this point. If * is our point, how does this look like?

Wait, that doesnt work. I have two keys, I have mins and maxs. Why do I have six values? I only need three to define a rectangle. Why are there six?

Ok, I’m sorry for this. I really dont get it. I’m sorry for the inconvenieces you had with me, and very thankful for your help. I’ll try to learn how this works by changing the values, I’ll be back when I think I got it.

Thanks to y’all. :slight_smile:

//To make you understand why I feel like this, look what I found:
I found a yellow thing, which is called “props_chair”. When I press N, I see the classname and the origins. No triggers, no clips, no worldspawns, just those two keys. Ingame, you can shoot this chair and you’ll destroy it. So the Game knows, that you can shoot this chair. You dont have to tell it with triggers, clips and worldspawns. Why doesnt the Game know that a HNAC gives you HNA? Why cant you just define a classname and origins for it and everything is working without triggers, clips and worldspawns? Thats what I dont understand.


(Qualmi) #83

i think there is a big lack of knowledge. are you aware of the difference between etpromapscripting and normal mapscripts. and to learn mapping should only help you in understanding that there are triggers, here one, there one, that there are components, that there are scriptnames, entities, several keys etc…

then when you write the code into the mapscript, it only works with etpro and some other mods, cause adding an entity after the map is already compiled is nothing “selbstverständlich” (dunno the english word sry). all the possibilities with adding things afterwards or even deleting stuff out of the map is only possible cause there was a great mod team (slimeslime) who invented this stuff. hence it is nothing which came with the native release, it is only based on mods. actually etpromapscripting is even an own scriptinglanguage. and it somehow interacts…

about the mins and maxs. omg. how the hell do you only need three values, hence only one single point in 3d space to define a 3d-rectangle oO how can that be; assuming there is no other point, or an origin. if you have only 1 point and 1 origin you would end up in a cube. would be also cool, but has some disadvantages. and remember: YOU wanted to know how mins and maxs work, not me :slight_smile:


(phisherman) #84

Ok guys, first of all, sorry for the post above.

Yes, but I do have one origin and three points, the three values of “mins”.

I now found out how this works, I used my very good friend Try’n’Error, I learned lots of things with his help. I edited the values and had a look how the trigger behaved, and I found out that a value of 20 instead of 27 is great. I only had to figure out in which angle the HNACs are standing to change the value on the correct axis.

And I also found out, that “maxs” is only there to annoy me, too. It’s not needed. As I said, to define a rectangle, you need the position (origin) and three values (mins). Maxs isnt needed to define a rectangle, and I didnt have to change the values of maxs. I guess if I deleted maxs it wouldnt matter, but I didnt try that out.

So special thanks to you, Qualmi, that you didnt give up, and thanks to the mod team who invented etpromapscripting, wunderbar job. :slight_smile:


(Qualmi) #85

oh yea. pls try what happens without the maxs :smiley:

and glad that you finally make progress :infiltrator: me also feels sad if i try to help but seems i only talk hieroglyphics (took that one out of google translator ^^). and again. i know you dont really care, but a point is a point, and a value is a value. 1 point (i know some mathematicians would beat me up for this definition) in 3d is a vector, and you need 3 values for that. anyway. the hardest part with the angle you did on your own, thats good. i never tried some of this stuff by myself, but im pretty sure of how it works. gl


(phisherman) #86

[QUOTE=Qualmi;201476]oh yea. pls try what happens without the maxs :D[/QUOTE]Hey you damn HNAC, give me some, will ya? ;D
Ok, I was wrong with that. :smiley: But doesnt matter, I’m very thankful that this now works. Only thing is the “You are near XY”-Trigger. It’s still not working. Could somebody tell me why? That’s my script for it:

create
		{
			classname "trigger_objective_info"
			scriptname "axis_cp_cabinet"
			target "axis_cp_cabinet_CM-marker"
			customimage "gfx/limbo/cm_healthammo"
			shortname "Axis CP Cabinets"
			track "the Axis CP Cabinets"
			spawnflags "35"
			origin "-2016 -1368 664"
			mins "-56 -240 -64"
			maxs "56 240 64"
		}

		
		create
		{
			classname "misc_commandmap_marker"
			scriptname "axis_cp_cabinet_CM-marker"
			targetname "axis_cp_cabinet_CM-marker""
			origin "-2016 -1368 664"
		}

(Kynval) #87

oh… if we are in this subject - “near to something”
its doesn’t work with mine ammo and hp cabinets :stuck_out_tongue:


(Kynval) #88

hej…

if i wanna add spawn with flag i want it only: (?)

axis_garrison_wobj
{
        spawn
        {
                set
                {
                        origin "7089 4852 -415"
                }
        }
}

(phisherman) #89

I’m back with another problem. It’s not really about HNACs anymore, but I dont want to create a new thread for every little problem I have. So if there’s a ETPro-Mapscripting-Thread somewhere around here, give me a link.

Is it possible to create ladders with ETPro-Mapscripting? That ladder-trigger or whatever it is, that enables climbing up somewhere? Is it possible to create that with ETPM, and if yes, how would be the code?


(valkyr) #90

To create one from scratch… I’m pretty sure the answer is no.

If you look at the Contents Flags section of the ETPro Map scripting wiki (which is a good resource to learn from BTW), ladder isn’t there.

What can be done though, is if a map already has a ladder as an entity which results in a model being created in the BSP, it could be duplicated. There’s an example of that done on Fueldump on the ETPro forum. Very few maps will have this though.


(phisherman) #91

Thank you very much, valkyr, I’ll have a look at that when I find the time.
I have another problem: I tried to include a md3 into the map and used the following script:

create
		{
			classname "misc_gamemodel"
			model "models/doa/doa_cabinet/ammo_close.md3
			origin "1136 3208 664"
		}

When I want to start the map, ET says: “key 664 has no value”. I tried replacing misc_gamemodel with misc_model, I tried removing the " behind the 664, didnt change anything.

Please tell me what the reason for that could be. I really cant figure it out.

//who removed my custom user title? Whats that? WTF? [noparse]:D[/noparse]


(valkyr) #92

misc_gamemodel is correct, you’re missing the " after the model value.


(phisherman) #93

Thank you soooo much, buddy. [noparse]:slight_smile: Thanks! :)[/noparse]

//Cant give you a Rep-Point, I “have to spread some around”… :-/


(crapshoot) #94

[QUOTE=Phishermans Phriend;201484] Only thing is the “You are near XY”-Trigger. It’s still not working. Could somebody tell me why?
[/QUOTE]

iirc, it needs eflags set to 65536 on the trigger_objective_info for etpub / nq:

                create
		{
			classname "trigger_objective_info"
			scriptname "axis_cp_cabinet"
			target "axis_cp_cabinet_CM-marker"
			customimage "gfx/limbo/cm_healthammo"
			shortname "Axis CP Cabinets"
			track "the Axis CP Cabinets"
			spawnflags "35"
			origin "-2016 -1368 664"
			mins "-56 -240 -64"
			maxs "56 240 64"
                        eflags 65536
		}

(phisherman) #95

But the misc_gamemodel isnt working. I added the " after the model path, and there are no error message when the map loads. The origins are correct, I checked them with the radiant. And I put the md3 into a pk3, so the path should be correct, too. The map loads normally, but the model isnt there. Its not invisible or sth, its just not there. What did I do wrong? :-/

And is it possible to change the harc of MGs with etpromapscripts? How would the code look like?


(valkyr) #96

Have a look at the example here for adding a model. You need at least a scriptname for a start… (everything you add needs a scriptname AFAIK).

Also, if you want it to be solid then you’re going to have more fun with mins and maxs to clip it :slight_smile:


(phisherman) #97

Oh no, I have to clip that? :-/
How can I get exact origins with Radiant? I could add a small entity, drag it to where my mins and maxs are supposed to be, and then copy the origins, but is it possible to only have one single point or a very small entity?

And thank you very much for the link, but I dont have time right now to look at that, I’ll tell you about that on friday. [noparse]:)[/noparse]


(phisherman) #98

Ok, lots of thanks to you, valkyr. I found the time yesterday to have a look at that, and it worked, I included a misc_gamemodel. [noparse]:)[/noparse]

The thing with the ladder didnt work, maybe I’ll look at that again later, but it’s not that important anymore, because adding weapons to maps doesnt work with ETPM. :-/


(Husa) #99

Hello guys!

I would need the same script as Kynval.But in different places and maps.

Maps:Goldrush and Venice
Place:Both maps at second spawn of axis team
Script:Health and Ammo cabinet

In advance thanks!


(Kynval) #100

you know about /viewpos ?
give me viewpos or screens (better screens like mine on firsts posts in this topic) and i will make it for you mate =]