custom entites


(kat) #1

I just wondering if this is correct… it’s for SP as well btw
I’m trying to create some custom objects that the player can pick up, the 1st one is a book. I’ve done the new skin and model and dropped them both into the models/powerups/holdable folder. I’ve also edited the *.def file so the thing shows in GTK (which it does, but unskinned - or rather ‘shader not found’ --[EDIT] I’ve corrected that so it now shows up skinned–).

Where’s the bit that tells the game the player can pick an object up? Is that what you edit the *.def file for?? I’m a little puzzled as I can’t find any other reference to the powerups other than in the *.def file??? any ideas?!


(demonspawn) #2

I have my note pad ready for this one as well.
Kat, I’d be really interested to hear/see more about your SP experiences. KoS has a new web site thats dedicated to SP mappers and we could always use another brain contributing to it.

http://kos.nem3d.net/forum/index.php

Hop on over sometime and see what we have to offer.
I hope this doesn’t break any rules for this forum sock or djbob as it is not my intension to advertise, just expand the SP comunity as much as I can. :wink:


(sock) #3

Demonspawn: I have no problems about you talking about other forums, SP mapping needs all the help it can get. RTCW does seem to have alot of forums and not many people. Its like the community is spread out very very thin. :wink:

Kat: Are you producing a seperate mod directory for your SP adventure, because if you are then do a model replacement on a current key item and use that functionality instead. Just a thought.

Sock
3D Brush Monkey


(kat) #4

<font size=“2”>sock: heh… that was one thing I hadn’t tried…!! :roll:

Editing the *.def file is pretty straight forward and yup the new content will be going in it’s own little mod folder.

I wonder if that’s why there are those ‘blank’ entries for some of the entities; ‘holdable 11’, ‘holdable 12’ etc… same with the ‘keys’ entities.

It’s a compromise (without possibly recoding certain aspects of the game!!!) that I can live with, I’d rather have ‘holdable 12’ pop up on screen then ‘Venom Book’ when it’s clearly not…!!!

demon: oooo new forum…!! I’ll take a look</font>


(kat) #5

mmmmmmm… sock, tested what you suggested, doesn’t work properly.
If you replace one of the defaults (‘venom’ book in this case, same applies to ‘holdable_11’ etc… which I also tested) it shows that book ingame regardless of being in the custom MOD folder (nothing shows at all if you use the other ‘unspecified items’ entries).

If you then set the model key (rather than leaving it) the book shows up unskinned (the model works for both an normal mapobject and power up as I’ve got the thing showing up as a misc_model from both locations).

The book on pickup still displays the info relative to the Venom book, which is not needed or needs to be changed… there must be some config file somewhere that needs editing (similar to the ‘notepad’)


(sock) #6

Ok, another suggestion …

Set up a script_mover with the model2 key pointing to your new model. Put a trigger_multiple around it so when the player goes near it will trigger a section of script. You can then remove the object via scripts to symbolize maybe someone picking up the object etc.

Then whatever the object is for, (the target section of your map) you could then check your script to see if the player has the object or not.

Let me know how this suggestions works.

Sock
3D Brush Monkey


(kat) #7

ah yes… I can see (my god, my script skillz are l337 enough now to ‘see’ that in operation…!!) how that would work for certain objects (infact you may have pre-empted a future question…!!! :wink: ), the specific problem in this case is the book has (will have) information in it that can be read by the player (like the Venom etc handbooks) so there is all that user interface stuff (this keeps popping up regardless of the replacements as per above) to set up where players can mouse click through the pages (I found the file for this btw in the UI folder)

[EDIT] oh wait… it is working, kinda… the replacement book does appear, this is after I created and included a ‘booko.menu’ file (not too sure if that’s why it is working) still getting the default pages showing the book though… a bit more editing to me thinks, got to track down the user interface stuff that appears…


(sock) #8

On 2002-08-21 17:36, kat wrote:
ah yes… I can see (my god, my script skillz are l337 enough now to ‘see’ that in operation…!!)

Scripting r0cks full stop and will become the “norm” more and more as newer engines come out. Glad to hear you are getting to grips with scripting. :smile:

Sock