Cabinet


(Wolfmapper) #1

I have place some cabinet health, and cabinet supply but they go on empty, how get i full cabinets???

Thanks :moo:


(BXpress) #2

first place a misc_cabinet_health Entity. give it the following things:

key: scriptname value: healthcabinet
key: targetname value: healthcabinet

Now make a trigger brush with the Cabinet in it. This brush will give the player medic if the play is inside this brush!. make it to trigger_heal and give it the following:

key: healtotal value: 400
key: healrate value: 3
key: target value: healthcabinet
key: scriptname value: hcab_trigger_heal
key: targetname value: hcab_trigger_heal

thats it!
the key healtotal is how many health points should be given away with every medipack of the cabnet.

the key healrate is how fast the packs are give away per sec.
the Ammo is simply the same:
misc_cabinet_health = misc_cabinet_supply
trigger_heal = trigger_ammo
healtotal = ammototal
healrate = ammorate


(Wolfmapper) #3

thanks it work!!! :smiley: :banana:


(diaper eater) #4

hey i have the problem too where the cabinets work but dont show ammo or health, i did what you told, but it still doesnt work


(sock) #5

Have a look at the working examples in the sample map “goldrush”.

Sock
:moo: ing


(swaggers) #6

BXpress’s way is a shortcut. It simply creates an auto heal area around the cabinet and does not include the full cabinet funictionality.

I haven’t really worked on them yet but they are fairly complex for the full build, destroy, re-build, ammo and health being used.


(nald) #7

Read this :slight_smile:
http://dleblanc.dyndns.org/etdocs/cabinets.html

and, this is important.

For each cabinet a rough set of clip brushes will need to be created to mirror the shape of the model. Once all the clip brushes have been created an origin brush will need to be added and then everything converted into a script_mover entity.
:smiley: :smiley: :smiley: :smiley: :smiley: :smiley:


(CRosSOveR) #8

I’ve started doing maps today, so sorry if i ask stupid things :wink: but i can’t place the trigger_brush object, because in the menu I can’t find it! :disgust:

There is trigger_heal and trigger_ammo, but if i click them it doesn’t place anything (I’m using GtkRadiant 1.4.0). From the trigger menu i can place only trigger_allways, the other things doesn’t work.

Thanks!


(HairyPlums) #9

I’m not really an ET mapper - but it might be a brush with the common/trigger texture applied to it?


(CRosSOveR) #10

WOW!

Thanks, now it works! :clap: :fiesta:


(repT|Le) #11

since there’s no tutorial on this i’ve managed to figure it out by myself and while doing it i’ve written a tutorial.

http://maddogs-clan.org/demos/reptile/tutorials/healthammocabs.htm

i hope it helps.


(Ifurita) #12

well done


(|WND| Bassist4Christ) #13

Great tutorial. Have you made any others? This is one of the best tutorials that I’ve seen. Good Job.


(Codename_Ty) #14

How would I go about making the ammo/health cabinets buildable? I’ve seen some damaged health/ammo racks in the game (for example in the Marketgarden map) that aren’t usable until you fix them. How would I go about making those? Thanks for the help.


(Codename_Ty) #15

Anybody?


(EB) #16

FUELDUMP SCRIPTING:

 ============================================================================
// Allied HQ bits and pieces
// ============================================================================
alliedhqradio_toi
{
	//-----------------------------------------------------------------------
	// Enable health/ammo cabinets, allied radio has been built
	//-----------------------------------------------------------------------
	[color=#4000ff]trigger enable_hacabs
	{
		setstate tankbay_healthcabinet default
		setstate tankbay_ammocabinet default

		setstate tankbay_healthtrigger default
		setstate tankbay_ammotrigger default

		setstate tankbay_healthcabinet_dmg invisible
		setstate tankbay_ammocabinet_dmg invisible

		setstate tankbay_hacabinet_cm_marker default
		setstate tankbay_hacabinet_toi default
	}

	//-----------------------------------------------------------------------
	// Disable health/ammo cabinets, allied radio has been destroyed
	//-----------------------------------------------------------------------
	trigger disable_hacabs
	{
		setstate tankbay_healthcabinet invisible
		setstate tankbay_ammocabinet invisible

		setstate tankbay_healthtrigger invisible
		setstate tankbay_ammotrigger invisible

		setstate tankbay_healthcabinet_dmg default
		setstate tankbay_ammocabinet_dmg default

		setstate tankbay_hacabinet_cm_marker invisible
		setstate tankbay_hacabinet_toi invisible
	}

}

Along with rept|le’s tutorial the scripting I highlighted should make sense for you as long as you’re familiar with intermediate scripting. Are you ?


(Codename_Ty) #17

Unfortunately, I’m not, though I think I might know a few friends who are, just not at level design. I’m just getting started with mapping. Have loads of good ideas, but very little experience in the area. I’ve been using your practice rooms and a few tutorials from elsewhere to see what is what and get an idea of how to begin. I’ve made my first room, will probably try an environment (terrain/elements) here today or tomorrow. Interest is high and I have a team of about 10, all of which are novices. We’re eager to learn, but at the moment, we don’t know too much about the art of mapping, or most, if not all of us, scripting.


(EB) #18

Good of you to be so clear and honest.
The cabinets show through construction scripting. As the Command post is built: the CP script calls a trigger for the cabinets to become “fixed”, and as it is destroyed: a trigger calls for them to dissappear and be replaced with broken models.
There is slightly a bit more to it but I will take you down the road where it will be a little easier to comprehend.
In construction scripting there are levels in which things are there and not there. Between those 2 stages, another thing occurs to show the relevant construction coming to be. Now my main point is, you could have a stack of boards that as you build a bridge instead of showing the bridge in glowing white, you could have it show a sign saying “move !!!” and then have the bridge pop up or even both, or more. So the limit of the construction scripting/events extends beyond it’s regular use in most maps. I guess the more creative you get with it is up to you…another fun thing to add to event scripting is “accums”, take your time on these as they can be confusing at first.


(Codename_Ty) #19

Thanks, I’ll be sure to try what you suggested. Appreciate the help.


(|WND| Bassist4Christ) #20

Who are you calling a novice Ty? I’ve made TWO rooms :-P.