Errors
1. Under Construction System->New Entities->Single Team:
Additional key/values for the flag model: modelscale: 0.4
frame: 0.4 (Total amount of animation frames)
spawnflags: 2 (Start entity animated)
“frame” should be “frames” and value should be 190, not .4
2. Under Construction System->New Entities->Single Team:
Create a rough set of clip brushes which mirror the shape of the construction crates model. Then create an origin brush, select all the previously created clip brushes and converted them into a func_static entity. Select the func_static entity and set the targetname and scriptname keys so that it can be referred to by the script.
Instead, of func_statics, these should be script movers with the solid flag checked. In addition, the script_mover needs a section in the script like so:
mover_name
{
spawn
{
wait 50
}
death
{
}
}
Although, I didn’t test without the spawn and death functions. Also, 50 was a value that worked for me, although I imagine it could be slightly more or less.
3. Team_Wolf_Checkpoint missing from entity list. To fix, according to SCDS_reyalP:
The respawn flags, as used in radar, oasis, battery and railgun railgun are this entity. If it is not in the et_entities.def file, you cannot place it using radiant. As a workaround, you can use the definition from RTCW, by adding the following to your et_entities.def
/*QUAKED team_WOLF_checkpoint (.6 .9 .6) (-16 -16 0) (16 16 128) SPAWNPOINT CP_HOLD AXIS_ONLY ALLIED_ONLY This is the flagpole players touch in Capture and Hold game scenarios. It will call specific trigger funtions in the map script for this object. When allies capture, it will call "allied_capture". When axis capture, it will call "axis_capture". // if spawnpoint flag is set, capture will turn on targeted spawnpoints // for capture team and turn *off* targeted spawnpoints for opposing team "model" model to use (will use same animations as flagpole however) "scriptname" name of script which contains allied_capture and axis_capture triggers */
4. team_ctf_xxxspawns have a typo in the spawnflags list. “invulnerabe” should be “invulnerable.” The “l” is missing near the end.
Note: As in the current code the “invulnerable” spawn flag does nothing because the player always starts invulerable by default.
5. Health/Ammo Cabinets-> Entity requirements: For the target_objective_info entity, the customimage key needs to be set to gfx/limbo/cm_healthammo, or else a missing shader image will appear. Also:
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.
This does not apply as the misc_cabinet_xxxx entites provide their own clipping. However, the misc_cabinet entities cannot be roated with accurate clipping. The model will roate, but the clipping will not. You can rotate at 90 degree increments with accurate clipping.
6. trigger_heal default value typo:
“healrate” rate of healing per second, default is 5…
Actual default healrate value is 20, heal default value typo.
7. trigger_relay missing from entity def. file. Not used in any of the existing ET maps but I have test the entity in a small sample map and it appears to work correctly. The RED/BLUE team spawnflag options also work correctly. Not sure about the inventory key spawnflag options because ET does not use inventory keys. Add the following to the existing DEF file or create a new one. - (Sock)
/*QUAKED target_relay (1 1 0) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM NOKEY_ONLY TAKE_KEY NO_LOCKED_NOISE
This doesn't perform any actions except fire its targets.
The activator can be forced to be from a certain team.
if RANDOM is checked, only one of the targets will be fired, not all of them
"key" specifies an item you can be carrying that affects the operation of this relay
this key is currently an int (1-16) which matches the id of a key entity (key_key1 = 1, etc)
NOKEY_ONLY means "fire only if I do /not/ have the specified key"
TAKE_KEY removes the key from the players inventory
"lockednoise" specifies a .wav file to play if the relay is used and the player doesn't have the necessary key.
By default this sound is "sound/movers/doors/default_door_locked.wav"
NO_LOCKED_NOISE specifies that it will be silent if activated without proper key
*/
8. func_constructible entity key/value definition is wrong in the TDR. The multistage keys are not specified correctly. The definition should be:
The func_constructible entity has the following keys :
targetname: The name used in the script for referencing this entity.
scriptname: The routine name in the script file.
track: Construction group function.
wait, score, health: Not used anymore (replaced with script commands).
constages: List of construction func_brushmodel entities.
desstages: List of destruction func_brushmodel entities.
9. The section called “Objective cameras” in the index on the left of the TDR is called " Dual objectives" instead. Wrong title on actual page.
10. The section “Objective cameras” in the TDR talks about linking “info_limbo_camera” entities to “info_null” entities. This should say “info_notnull” entities instead.
11. The “target_speaker” entity has a spawnflag option of “global”. This spawnflag option does not work correctly. It is recommended that people use the ingame speaker editor system documented in the TDR under the section of “Speaker Editor”.
12. OBJFLAGS key /values in TOIs do not work.
See: http://www.splashdamage.com/forums/viewtopic.php?p=28157#28157
Also: http://www.splashdamage.com/forums/viewtopic.php?t=2671&highlight=objflag
13. Not sure if this is an error or not but in the snow.shader file there is this entry.
textures/snow/alpha_ice2
{
surfaceparm alphashadow
cull none
{
map textures/snow/alpha_ice2s.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen vertex
}
}
The shader shows up as a shader not found image in radiant so I put this line in the shader: qer_editorimage textures/snow/alpha_ice2s.tga
14. Documentation error: NEWS REEL docs state:
/sound/vo/<map name>/news_<map name>.wav
Not true - the news reel audio can be anywhere as long as the sound script file points to the .WAV file correctly.
15. Entity .DEF file error: The INFO_LIMBO_CAMERA help states:
“objective” a number starting from 1 possibly going anywhere up to 8, but maybe more later. (only required for objectives, not spawns)
The objective key can also take a value of zero - this corresponds to the default, non-objective view in the limbo screen.
Recommendations / Suggestions
Def Fixes:
http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=905
EDIT: merged all replies into top thread. 03/Feb/2004
Sock
:moo: