Domination map 4 problems


(Destroy666) #1

Hey, I’m making my first map (Domination mod map).

  1. I have added a shark model and made a trigger_hurt area. I have made 4 info_train_spline_main and connected them.
    How to connect the shark model AND trigger_hurt with a script_mover to this info_train_spline_main path?
    And what to add in script?

  2. What must I set as mapcoordsmaxs and mins?
    I tried already many coordinates but i can’t still generate tracemap.
    Here’s 2D of my map.

  3. How to assign 2 script files (dom_islands_pb and dom_islands_ctf) to my map?

  4. How to make shader from texture?
    I wanna enable ladmines and change to grass steps on my texture. - Solved

And not-map question - who is creator from Domination mod?

Thanks in advance.


(IndyJones) #2

for mapcoords, try using plugin supplied with radiant 1.5


(Destroy666) #3

Thx, G-map done.
What about other things?


(Loffy) #4

Lanz made the domination mod. Here is his public profile:
http://www.splashdamage.com/forums/member.php?u=447

It was originally called the powerball mod iirc.

Here is Lanz’ first posting about the mod:
http://www.splashdamage.com/forums/showthread.php?t=6147

It is a really nice and fun mod. My maps for the mod are available here, complete with .map file:
http://www.loffysdomain.com/list_of_et_maps.html
Just scroll down to “Multiplayer maps for the modification Domination”.
Anyone can copy and use the .map file. Dazzle the community with new domination maps!


(Destroy666) #5

Loffy,
OK, but can you answer my third question?


I though I solved this 4th question, but in-game I can plant landmines and texture wont show.
Can you say me what's wrong in my .shader?


```
textures/dom_islands/trawa/trawa
{
    map textures/dom_islands/trawa/trawa.jpg
    surfaceparm grasssteps
    surfaceparm landmine
} 
```


~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Hmmm, G-map in my map is OK, but in radar tracemap isn't placed corrected. Why?

(stealth6) #6

cause the tracemap has to be square?


(Loffy) #7

did you add the shader to the shaderlist.txt, or what it is called (can’t recall - not at ordinary computer atm)?


(Destroy666) #8

My command map is square. The reason is wrong position of radar. Sorry, didn’t saw it earlier.

Yes, i have my map in shaderlist.txt. Skybox textures are showing, but grass not.
EDIT: Solved too. The right code:

textures/dom_islands/trawa/trawa
{
    qer_editorimage textures/dom_islands/trawa/trawa.jpg
    {
    map textures/dom_islands/trawa/trawa.jpg
    }
    surfaceparm grasssteps
    surfaceparm landmine
}

Please help with the first and third questions now.


(-IronMonkey-) #9

i think “mapcoordsmins” (Top left corner coordinate. Example “-256 256”. ) and “mapcoordsmaxs” (Lower right corner coordinate. Example “256 -256”.) must be square to generate the tracemap.

than join ET
… open console

/devmap “mapname”
/developer “1”
/generateTracemap

this should works


(nUllSkillZ) #10

[QUOTE=Destroy666;201066]

3. How to assign 2 script files (dom_islands_pb and dom_islands_ctf) to my map?
…[/QUOTE]

Is this map only for the domination mod?
Not sure how to add two script files than.
You could have a look at the other maps.

In stock W:ET (and the mods Pub, NQ, Jay, Pro) you can add a scriptfile for object/campaign mode and one scriptfile for Last Man Standing mode.


(Destroy666) #11

Is this shark script good?
Will it move all the time?

shark
{
   spawn
   {

   }


   trigger move1
   {
   followspline 0 splin1 50 wait
   }

   trigger move2
   {
   followspline 0 splin2 50 wait
   }

   trigger move3
   {
   followspline 0 splin3 50 wait
   }

   trigger move4
   {
   followspline 0 splin4 50 wait
   }

   trigger move5
   {
   followspline 0 splin1 50 wait
   }
}

How to add trigger_hurt to this script_mover?
How to add rotating in splins?


(nUllSkillZ) #12

As far as I remember there’s a tutorial for scriptmover.
Originally it’s for RTCW.

You should have a look at the Tutorials and et mapping resources thread.
Or google.


(Destroy666) #13

I found only tank or track tutorials.
There aren’t answers on my questions.

Can I add trigger_hurt to my script_mover as a ‘tagent’?
Or should I add it as a target?


(Loffy) #14

I have never done it.

It has been discussed here:
http://www.splashdamage.com/forums/showthread.php?t=5859
and here
http://www.splashdamage.com/forums/showthread.php?t=9457

EDIT: hi macbeth! Ye, I remember. Thx for help and suggestions. All mappers need server admins and others that support custom maps. I am working on two ET maps atm. Ready soon (I’ll start a new post when it is time).


(stealth6) #15

maybe a stupid idea, but if your trajectory isn’t to big, create lots of trigger_hurts on the path of the shark and then setstate them as the shark swims around?


(macbeth) #16

hi Loffy
you stopped to map for enemy territory?
i remember when we tested your map Total Tankrace b3 with you on our server


(Destroy666) #17

Hey, I have error:
script_mover must have a “model”
I read this is because no origin, but I have a origin.
Whar’s wrong then?

EDIT: Nvm, I won’t make this script_mover.
I made pk3, started map… and:
Reached_BinaryMover: move - error
What is this?


(Destroy666) #18

Sorry for double post.
I tried everything, searched how to solve this problem.
I’ve found only 1 topic: http://www.splashdamage.com/forums/showthread.php?p=168387
But there’s no solution.

Here’s my .pk3 file (with .map)
http://www.speedyshare.com/787466512.html

Can someone take a look?

Oh, I forgot.
I’m having 57 brush errors in Radiant 1.4 after working with Radiant 1.5 (coords tool).
Maybe it could help you.


(Wezelkrozum) #19

The problem is your script I guess. I tested it without script and the map did work well. But now I need to sleep :slight_smile:


(ailmanki) #20

According to that code, a mover is getting in a errornous state in your map.

/*
================
Reached_BinaryMover
================
*/
void Reached_BinaryMover( gentity_t *ent ) {

	// stop the looping sound
	ent->s.loopSound = ent->soundLoop;

	if ( ent->moverState == MOVER_1TO2 ) {
		// reached pos2
		SetMoverState( ent, MOVER_POS2, level.time );

		// play sound
		if ( ent->soundPos2 ) {
			G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos2 );
		}

		// return to pos1 after a delay
		ent->think = ReturnToPos1;
		ent->nextthink = level.time + ent->wait;

		// fire targets
		if ( !ent->activator ) {
			ent->activator = ent;
		}
		G_UseTargets( ent, ent->activator );
	} else if ( ent->moverState == MOVER_2TO1 ) {
		// reached pos1
		SetMoverState( ent, MOVER_POS1, level.time );

		// play sound
		if ( ent->soundPos1 ) {
			G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos1 );
		}

		// close areaportals
		if ( ent->teammaster == ent || !ent->teammaster ) {
			trap_AdjustAreaPortalState( ent, qfalse );
		}
	} else {
		G_Error( "Reached_BinaryMover: bad moverState" );
	}
}

According to some other google finds,
these can cause this:
func_bobbing
func_door
func_door_rotating
func_pendulum
func_rotating
func_static

Hehe… good a new map for domination… Maybe that gives it some life.