Help with making TJ map


(willf91) #1

HI,

So trying to make a TJ map. How do i have it so that when the map starts there is,

a) No warmup period and
b) No matchmode, i.e if you die you wait xx seconds to deploy, i want rid if that completely so if you die you go right back to the relevant spawn.

Thanks.


(Nail) #2

set warmup and limbo time to 0 in server.cfg


(stealth6) #3

a) Not possible from a map making point of view (has to be disabled on the server)
The commands to disable it on the server are:
set g_doWarmup “0” // Do warmup yes(1)/no(0)
set g_warmup “20” // How long is the warmup in seconds

b) You can set the spawntimes in the .script:
http://www.pythononline.co.uk/et/tutorial08.htm

The 2 commands you are looking for are;
wm_axis_respawntime 10
wm_allied_respawntime 10

put them both to 1 for a 1 second respawn time.


(willf91) #4

Ah right i kinda guessed that but thought I’d make sure.

So i am making a straightforward gamma TJ.

From what i see some textures have physical-like properties am i right in saying that ? like if you want a jumppad using “trigger_multiple” then you have to use the common/trigger texture, or if you want a softer landing on a surface you can use the common/cushion texture?

If not how do you set properties on the brushes such as bounce factor, for example if you were to drop from a good height and don’t want to die when you land on the surface below how do you do that?


(stealth6) #5

the easy way is to make a brush inside your brush with the common/cushion texture.
Then when people drop on it from large heights they won’t die.

The ‘hard’ way is to write a shader for your textures in which you state that they have the surface parameter ‘cushion’

When you make any kind of trigger it has to have the trigger texture yep.


(willf91) #6

Thanks for fast reply, so it’s shaders what i need to look into, they look pretty tough as well. Ah well will have a look.


(stealth6) #7

Not really quick explanasion which should suffice for your use:

Let’s say your custom texture is located at:
etmain/textures/willf91/floor1.tga

and you want to make it cushion, so people don’t die when the fall on it.
Then do this:
-Inside your etmain folder there should be a folder called scripts
-Inside etmain/scripts/ make a new txt file, call it willf91.shader
Make sure that the file type is .shader not .txt:
willf91.shader -> Right :slight_smile:
willf91.shader.txt -> Wrong :frowning:

-Next up add your shader to the list
-Go to etmain/scripts/shaderlist.txt
-Open it in notepad, scroll to the bottom and add willf91 to the list.

This basically tells your ET that you’ve added a new shader.
-Save and close shaderlist.txt

Now we will make the floor1 texture have the cushion surfaceparm
-Open your shader up in notepad (willf91.shader)
-Paste this code


textures/willf91/floor1
{
	surfaceparm nodamage
	implicitMap -
}

-Save and close

That’s it now that floor has the cushion parameter, if you want to add more textures then just add the next one under it for example:


textures/willf91/floor1
{
	surfaceparm nodamage
	implicitMap -
}

textures/willf91/floor2
{
	surfaceparm metalsteps
	surfaceparm nomarks
	surfaceparm nodamage
	implicitMap -
}

Here is the Q3 shader manual with a list of all available settings and surfaceparms:
http://toolz.nexuizninjaz.com/shader/