Help with my tjmap


(stealth6) #1

How can I let people choose different spawn points in the limbo menu?
I have different flags en spawnpoints, but in game I can’t select any?

I have searched on google and here but I can’t find what I was looking for


(-SSF-Sage) #2

You need team_wolf_objectives. It’s the spawnpoint thing that shows on the limbo where you can change the point. Put them where you want your spawns to be, remember to set the flags etc. and put some team_ctf_teamspawns around it. Remember there’s limit for how many team_wolf_objectives you can have in a map. If I remember right the limit was 16.


(.Chris.) #3

For the clickable spawn points in limbo you need a team_WOLF_objective, around this you would place your normal red/blue_spawns. With the team_WOLF_objective you would use a key ‘description’ and value ‘whatever’ with the ‘whatever’ been the name of the spawn on the command map.


(stealth6) #4

so I have to add
key “spawnpoint allies 1”
value “allied_sp1”

right?

and is that 16 per team or 16 total?


(.Chris.) #5

Nope, key: “description” as in copy and paste that exactly and value: “anything that describes your spawn point”.


(stealth6) #6

ooooh lol DOH!

Does every flag have to have a different description, cause if they don’t then I already have that and it doesn’t show up when I test it…

EDIT: Nope that wasnt it changed them all to different descriptions and they still dn’t appear on the limbo map


(-SSF-Sage) #7

You didn’t set all the stuff did you? Set key: spawnflags value: 1 for it to originally show for the axis only. value 2 for allied, value 3 for both teams. Spawnflags must be setted here. In the newest radiant 1.5 and maybe other versions you can just click the boxes (default_axis etc.).

The limit of 16 means you can have only 16 of them lol. Doesn’t matter what keys etc. there are set. The value of description shouldn’t affect on anything in the negative way. :wink: Afaik it’s only used for the name of the spawn in limbo and for the setautospawn command in scripting.


(stealth6) #8

ooh alrigty then I’ll try that then =P
Was fiddeling around with teleporters, and kept getting sv_setbrushmodels: NULL or something like that…
So made a clean install, but keep getting that… So don’t know what that is, but I’ll try the spawns again then ty


(stealth6) #9

OK rebuilt the entire map (its a tj map so not that much work)
Why? First version was rubbish, and couldn’t get rid of the
ERROR: sv_setbrushmodels: NULL

So to get to the point, when testing my map I still don’t see that flags!!!
Now all the spawnflags are set correctly and they all have a description
Now I have

key Value
angle 90
classname team_WOLF_objective
description Allied Beginner Jumps
origin 816 -16 2736
spawnflags 2
targetname Allied_sp1

They all have those keys, but then with different values ofc, which key am I missing??
Maybe I am testing it wrong?
I just do a BSP -meta compile to test it, testing it consists of opening ET and typing in the console:
/sv_pure 0
/devmap tjmaptest

I don’t have a script file yet is that it??
What is it!!?? :stuck_out_tongue: Driving me mad


(-SSF-Sage) #10

I don’t know if it’s the angle key, but it shouldn’t be there, since it does nothing. No probs on testing.

As for the ERROR: sv_setbrushmodels: NULL does only mean you have an entity or entities in your map that are broken. Installation etc. doesn’t affect this anyway afaik. You should start on searching for the entities with + in the L-menu, but doesn’t have any brushes. Mostly this problem will occur when you have an entity which should have brush, but doesn’t have it. If there’s no way you can solve it, you can send it over to me.

If you use 1.5 and remove the last brush from the entity, it will not remove the entity itself, so it will be left with no brushes and cause this problem. I think this has been fixed in the newest version (26.04.07). Remember you can always just copy the brushwork, you wouldn’t need to redo it from the scratch.

You only need script part for here to make ppl automatically change their spawnpoint. So in this case it’s not needed I think.


(stealth6) #11

well I am using 1.5 but I don’t know if it is the latest.
as for angle I’ll leave it out it was probably caused when I dl’d the player.zip from 2bits site imported it into the map rotated it 90 degrees and thus the team_WOLF_objectives too.

As for the sv_setbrushmodels: NULL I was messing around with teleporters as I said, but I had no clue how to do them I imported the definitions into the right def file, but I had 3 options and I didn’t really understand which ones I needed. When I thought I had it right I tried to test it then that ERROR started

So when you told me to how to do the flags I just deleted all the pieces from the teleporter that I had made and tried the flags, the error didn’t go away however.

Anywayz I have a question: if I decompile a bsp file wih a teleporter in the map will I then be able to see all the pieces needed to create my own??
Or will some pieces be lost in the decompiling


(stealth6) #12

deleted angle key, still doesnt come up on the limbo screen
now trying with a ful compile the one with simulate old style etc…
I’ll tell u what happens when its done


(masterkiller) #13

take a look at this.
http://hackerteam.free.fr/images/Tutoriaux/exemples/Tuto_drapeaux.zip
It french prefab i use to understand how flag work whit no script.

Maybe that can help you if you take a look :idea:

good luck!


(stealth6) #14

AH YES!!!
Finally figured it out
I noticed on that map that some of the flags where off the map, a,d then it hit me…

I had forgotten to give the mapcoordsmins and mapcoordsmaxs so the flags where there all along, but the where off the screen somewhere!!

tyvm now to figure out the teleporters, I did the simulate old style compile though and it was very ugly :smiley: I think it was because of the -light, since I only have a sky shader that provides light.

So would it be better for a trickjump map to not do the -light stage so that everything is light?
Or should I just add more lights and then do the -light stage?


(-SSF-Sage) #15

As for the tj map I would not do the light-state. You will need only single bsp meta compile to test these things out.

Easy way to do a teleportter: make a brush, give it texture common/trigger, make it into a trigger_teleport and give it for example target tele1. Now when player touches this he will be teleportted to the misc_teleportter_dest entity. Now create the misc_teleportter_dest and give it targetname tele1. And you have a simple teleportter.

If you don’t have these entities you could just install the last/newest version of 1.5.0, which rox. I would install it anyway, since it has a lot of the features 1.4.0 has. 1.5.0 downloads


(stealth6) #16

I had already adjusted my def file with the teleporter defs, but I’ll download the latest version anyway, I didn’t know that there where gtkradaint nightlies

then I can try out those teleporters again :smiley:


(stealth6) #17

Downloaded the nightly and insalled great layout etc. also nice little texture list in the texture window, but I have another problem, at first it didn’t bother me, but now it does!

I am missing the common textures, if I apply them then they work ingame, but they don’t show up in the editor. They are just listed with image file missing.

So I looked it up on the forum how it is possible, apparently since gtkradiant 1.5.0 they dont include the images for common textures, so could somebody tell me where to find gtkradiant 1.4.0 or where I can find a zip file with those textures in it?

I looked on the forum, but the only link I found to 1.4.0 was dead…


(RayBan) #18

you should be able to get the old radiants here,
ftp://ftp.idsoftware.com/idstuff/qeradiant/GtkRadiant/


(stealth6) #19

A great thanks and my compliments towards your work (pumkin heads, Q3 style objects,…)
Will come back to here if I encouter more problems

btw now that I tink of it, am I allowed to use your Q3 style powerups?


(RayBan) #20

everything i make and post in these forums are for anyone to make use of,
ajust to their needs… ect.

just the usual request that you mention me if you use anything i make in a
readme.