Baserace Source Files


(daz2007) #61

The Errors are in the Console

warning; setstate called and no entities found
warning; setstate called and no entities found

twice

The Base race Entities all Disappear when i Compile it

Here is Map in Editor

I think its because the Entities are Outside the Map Region

I Use NetRadiant

Here it is in-game

All the Circles where crates go to build base have gone


(acQu) #62

warning; setstate called and no entities found

Look at the script and go through all entities in your map where in the spawn function there is some setstate-statement.

Then do search this entity ìn Radiant with SuFu and put it inside the map.

I think the problem is the way it compiles. Inaccessible regions, that means inaccessible leave nodes, with entities inside, will not give a damn to show up in the compiled version of the map. So you probably will have to fix this by putting the entities inside the map, or if that doesn’t work, you will have to recheck your script again and will have to fix some messed scriptnames. Sometimes on decompilation scriptnames can mess up too.

Btw, i think you should use a normal source file. Wasn’t there one supplied by Cpn ? This way you won’t have this issues caused by decompilation …


(acQu) #63

warning; setstate called and no entities found

Yes, it tries to setstate some entity in the mapscript, in the spawn function of that entity to be exactly.

The problem is a decompilation problem by the way. All the ents you see outside your map, i mean they should not be there, right ? But when you compile and there is an entity inside a leaf node which is not accessible, then it simply will get deleted in final bsp version.

=> so you end up in setstate error/misbehavior (it is no hard error, game can still go on, but entity is messed). So it tries to setstate something in mapscript which doesnt exist in .bsp.

[edit] this can also be caused by messed scriptnames/targetnames, but since you showed the pic, i am sure entities will not get compiled in bsp, and therefore they do not exist in the final version of the map …

[edit2] by the way etpro mapscripting feature is still an option ?! …


(daz2007) #64

The Map is Baserace, All the Entities that are Outside are the Brushes used when Building up the Base, The setstate then Puts the Building in the Correct Place if i am Correct

Here one of the Setstate Scripts for rightfence_axis_chainfence


rightfence_axis_chainfence

{
	spawn
	{
		wait 200
		setstate rightfence_axis_chainfence invisible
	}
}


trigger reward_1
	{
		setstate rightfence_axis_capzone invisible

		setstate rightfence_axis_warning default
		wait 5100
		trigger game_manager axis_score

		wm_announce "^1The Axis have built a Chain Fence."
		setstate rightfence_axis_chainfence default
		setstate rightfence_axis_warning invisible

		accum 0 set 2
		setstate rightfence_axis_capzone default
	}

and in map file


// entity 7
{
"classname" "script_mover"
"origin" "1416 -2312 248"
"scriptname" "rightfence_axis_chainfence"
"targetname" "rightfence_axis_chainfence"
"spawnflags" "2"
// brush 0
{
( 1612 -3712 192 ) ( 1612 -3712 0 ) ( 1612 -3708 0 ) snow_sd/mroof_snow 0 0 0 0.5 0.5 0 0 0
( 1616 -3708 192 ) ( 1616 -3708 0 ) ( 1616 -3712 0 ) snow_sd/mroof_snow 0 0 0 0.5 0.5 0 0 0
( 1616 -3712 192 ) ( 1616 -3712 0 ) ( 1612 -3712 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 1612 -3708 192 ) ( 1612 -3708 0 ) ( 1616 -3708 0 ) snow_sd/mroof_snow 0 0 0 0.5 0.5 0 0 0
( 1612 -3708 0 ) ( 1612 -3712 0 ) ( 1616 -3712 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 1612 -3712 192 ) ( 1612 -3708 192 ) ( 1616 -3708 192 ) snow_sd/mroof_snow 0 0 0 0.5 0.5 0 0 0
}
// brush 1
{
( 1612 -3264 192 ) ( 1612 -3264 0 ) ( 1612 -3260 0 ) snow_sd/mroof_snow 0 0 0 0.5 0.5 0 0 0
( 1616 -3260 192 ) ( 1616 -3260 0 ) ( 1616 -3264 0 ) snow_sd/mroof_snow 0 0 0 0.5 0.5 0 0 0
( 1616 -3264 192 ) ( 1616 -3264 0 ) ( 1612 -3264 0 ) snow_sd/mroof_snow 0 0 0 0.5 0.5 0 0 0
( 1612 -3260 192 ) ( 1612 -3260 0 ) ( 1616 -3260 0 ) snow_sd/mroof_snow 0 0 0 0.5 0.5 0 0 0
( 1612 -3260 0 ) ( 1612 -3264 0 ) ( 1616 -3264 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 1612 -3264 192 ) ( 1612 -3260 192 ) ( 1616 -3260 192 ) snow_sd/mroof_snow 0 0 0 0.5 0.5 0 0 0
}
// brush 2
{
( 1612 -2948 192 ) ( 1612 -2948 0 ) ( 1612 -2944 0 ) snow_sd/mroof_snow 0 0 0 0.5 0.5 0 0 0
( 1616 -2944 192 ) ( 1616 -2944 0 ) ( 1616 -2948 0 ) snow_sd/mroof_snow 0 0 0 0.5 0.5 0 0 0
( 1616 -2948 192 ) ( 1616 -2948 0 ) ( 1612 -2948 0 ) snow_sd/mroof_snow 0 0 0 0.5 0.5 0 0 0
( 1612 -2944 192 ) ( 1612 -2944 0 ) ( 1616 -2944 0 ) snow_sd/mroof_snow 0 0 0 0.5 0.5 0 0 0
( 1612 -2944 0 ) ( 1612 -2948 0 ) ( 1616 -2948 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 1612 -2948 192 ) ( 1612 -2944 192 ) ( 1616 -2944 192 ) snow_sd/mroof_snow 0 0 0 0.5 0.5 0 0 0
}
// brush 3
{
( 1612 -2564 192 ) ( 1612 -2564 0 ) ( 1612 -2560 0 ) snow_sd/mroof_snow 0 0 0 0.5 0.5 0 0 0
( 1616 -2560 192 ) ( 1616 -2560 0 ) ( 1616 -2564 0 ) snow_sd/mroof_snow 0 0 0 0.5 0.5 0 0 0
( 1616 -2564 192 ) ( 1616 -2564 0 ) ( 1612 -2564 0 ) snow_sd/mroof_snow 0 0 0 0.5 0.5 0 0 0
( 1612 -2560 192 ) ( 1612 -2560 0 ) ( 1616 -2560 0 ) snow_sd/mroof_snow 0 0 0 0.5 0.5 0 0 0
( 1612 -2560 0 ) ( 1612 -2564 0 ) ( 1616 -2564 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 1612 -2564 192 ) ( 1612 -2560 192 ) ( 1616 -2560 192 ) snow_sd/mroof_snow 0 0 0 0.5 0.5 0 0 0
}
// brush 4
{
( 1612 -2244 192 ) ( 1612 -2244 0 ) ( 1612 -2240 0 ) snow_sd/mroof_snow 0 0 0 0.5 0.5 0 0 0
( 1616 -2240 192 ) ( 1616 -2240 0 ) ( 1616 -2244 0 ) snow_sd/mroof_snow 0 0 0 0.5 0.5 0 0 0
( 1616 -2244 192 ) ( 1616 -2244 0 ) ( 1612 -2244 0 ) snow_sd/mroof_snow 0 0 0 0.5 0.5 0 0 0
( 1612 -2240 192 ) ( 1612 -2240 0 ) ( 1616 -2240 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 1612 -2240 0 ) ( 1612 -2244 0 ) ( 1616 -2244 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 1612 -2244 192 ) ( 1612 -2240 192 ) ( 1616 -2240 192 ) snow_sd/mroof_snow 0 0 0 0.5 0.5 0 0 0
}
// brush 5
{
( 1612 -3708 184 ) ( 1612 -3708 0 ) ( 1612 -2244 0 ) common/clipmissile 0 0 0 0.5 0.5 0 0 0
( 1614 -2244 184 ) ( 1614 -2244 0 ) ( 1614 -3708 0 ) alpha/mesh_c02_clipmissle 0 0 0 0.5 0.5 0 0 0
( 1614 -3708 184 ) ( 1614 -3708 0 ) ( 1612 -3708 0 ) common/clipmissile 0 0 0 0.5 0.5 0 0 0
( 1612 -2244 184 ) ( 1612 -2244 0 ) ( 1614 -2244 0 ) common/clipmissile 0 0 0 0.5 0.5 0 0 0
( 1612 -2244 0 ) ( 1612 -3708 0 ) ( 1614 -3708 0 ) common/clipmissile 0 0 0 0.5 0.5 0 0 0
( 1612 -3708 184 ) ( 1612 -2244 184 ) ( 1614 -2244 184 ) common/clipmissile 0 0 0 0.5 0.5 0 0 0
}
// brush 6
{
( 1610 -3708 184 ) ( 1610 -3708 0 ) ( 1610 -2240 0 ) common/ladder 0 0 0 0.5 0.5 0 0 0
( 1618 -2240 184 ) ( 1618 -2240 0 ) ( 1618 -3708 0 ) common/ladder 0 0 0 0.5 0.5 0 0 0
( 1618 -3708 184 ) ( 1618 -3708 0 ) ( 1610 -3708 0 ) common/ladder 0 0 0 0.5 0.5 0 0 0
( 1610 -2240 184 ) ( 1610 -2240 0 ) ( 1618 -2240 0 ) common/ladder 0 0 0 0.5 0.5 0 0 0
( 1610 -2240 0 ) ( 1610 -3708 0 ) ( 1618 -3708 0 ) common/ladder 0 0 0 0.5 0.5 0 0 0
( 1610 -3708 184 ) ( 1610 -2240 184 ) ( 1618 -2240 184 ) common/ladder 0 0 0 0.5 0.5 0 0 0
}


(acQu) #65

All the Entities that are Outside are the Brushes used when Building up the Base, The setstate then Puts the Building in the Correct Place if i am Correct

Nope, the setstate does not put them in the correct place/origin. It just says to the entity: “hey, set yourself invisible” or “hey, set yourself underconstruction” or the same but with visible, but it doesn’t set the origin.

So it is one of the 2 things which has been said: messed scriptnames or entities not exisiting at all. The error message which shows up, has the direct reason in the mapscript, spawn func of that ent.


(acQu) #66

All the Entities that are Outside are the Brushes used when Building up the Base, The setstate then Puts the Building in the Correct Place if i am Correct

Setstate just sets the entity in one of the 3 states, like invisible/default/underconstruction. So it does not set origin and stuff.

By the way, where do these lines from the entity point to. To origin brushes ?

But yeah, it must be one of the 2 things: messed scriptnames/targetnames or entities not exisiting at all.


(acQu) #67

All the Entities that are Outside are the Brushes used when Building up the Base, The setstate then Puts the Building in the Correct Place if i am Correct

Setstate just sets the entity in one of the 3 states, like invisible/default/underconstruction. So it does not set origin and stuff.

By the way, where do these lines from the entity point to. To origin brushes ?

But yeah, it must be one of the 2 things: messed scriptnames/targetnames or entities not exisiting at all.


(daz2007) #68

yes thanks

I have Finally Solved this Issue by Deleting the “Origin” Setting from the Brushes outside the map area, the entities come into play now


(daz2007) #69

Now that baserace is Fully Functional this is what i am doing with it

baserace_summer

Objectives In Middle of map (Will Add River around it to make it harder)


(Mateos) #70

So… Allies can see Axis spawn and viceversa, the objectives can get fired for effect so no team can take objectives?

I’ll suggest to add some elements, mirrored maybe, so this issues would be avoided?

Btw nice to have it working, good job :slight_smile: Texturing looks nice from spec, on ground is it also nice?


(daz2007) #71

[QUOTE=Mateos;342797]So… Allies can see Axis spawn and viceversa, the objectives can get fired for effect so no team can take objectives?

I’ll suggest to add some elements, mirrored maybe, so this issues would be avoided?

Btw nice to have it working, good job :slight_smile: Texturing looks nice from spec, on ground is it also nice?[/QUOTE]

Yes, I will Add Trees all around the maps and Block Air strikes around the Spawn Proximity, but Baserace is Very Small map, so I Might Need to Enlarge the Entire map

I was also Thinking off Adding a River or a Fort and even Booby Traps around the Objectives to add more Difficulty


(acQu) #72

I think mapauthor added fog for a reason :slight_smile:

Do not want to discourage anyone, just wanted to throw that in the room :stuck_out_tongue: :smiley:


(Mateos) #73

Stuff will make enough detours from obj to dropoff? The much direct way should be quick but uncovered like in originals, but I let you work, can’t wait for much screenshots :slight_smile:

Edit:
@NM Exactly. But trees will do the same stuff, they’ll help also to cover or run away :slight_smile:


(acQu) #74

:stuck_out_tongue:

message too short


(KeMoN) #75


(daz2007) #76

Tree are a Better Substitute for Fog


(Emilios1310) #77

Awesome work! :slight_smile:


(daz2007) #78

i am trying to create a Pond in the Centre of the Map, it is Really Difficult to Create these in Net-Radiant, It be a Circular Pond, but i want to the Pond to look Natural and not too much like a Circle

Every Tree is Rotated to Specific Angle, i don’t want to trees to look Seamless when looked at, all trees are also different Heights.

If any have Nice Tree prefabs that i can use. I don’t want every tree the same.


(daz2007) #79

Here is a Preview, and Pond that i want in


(Mateos) #80

I see several answers:

  • Make it manually in editor (I tried and failed personnaly).
  • Make it manually in terrain generator like EasyGen.
  • Copy/paste/rework from FuelDump.
  • Make it in Blender or another 3D program.
  • Ask somebody to do one of the 3 things above :stuck_out_tongue:

Really, if you find or somebody gives a solution which is possible to do by hand in editor, I’ll grab it o.o Just found two tuts for rockwall some time ago:

Also found a Blender script on ModDB:

The new map looking isn’t really nice. Play with the shadows! :slight_smile: