New features of Wolf Patch 1.33


(sock) #1

Mapping wise here is some of the new features with the new patch 1.33

  1. Smoke Fx entity has been moved from SP to MP code. But don’t go mad with the new entity because it can be heavy on clients.

To use Smoke in MP, set up a “target_smoke” entity with all the relevant parameters like “duration”,“end_size”,“start_size”,“targetname” and smoke type via the spawnflag. (eg. 1=Black,2=white,4=smokeon,8=gravity)

Point the smoke entity at an info_notnull entity to give the smoke some direction if you want. By dafault the smoke entity is off, so u will either have to switch it on via a spawnflag or trigger it via a script.

  1. New Brush mover code to allow the player model to stand on moving brushes and not get squashed as much as before. :wink:

When the script_mover brushes are transporting the player, they will be moved exactly the same way as the script_mover so they will not fall off. When the script_mover turns the player will be turned as well. Obviously this is not 100% perfect but “generally” it works better than before.

  1. You can replace the 2min and 30sec time reminder sample in the MP maps. Use the following keys on the worldspawn entity :

key = twoMinuteSound_axis ; value = sound/scenaric/rocket/ls_2min.wav
key = twoMinuteSound_allied ; value = sound/scenaric/rocket/ls_2min.wav
key = thirtySecondSound_axis ; value = sound/scenaric/rocket/ls_30sec.wav
key = thirtySecondSound_alled ; value = sound/scenaric/rocket/ls_30sec.wav

If you don’t want sound effects at all then set the above keys to the value of “0” and the sounds will be disabled during gameplay. The above sounds will play globally across the whole map.

Sock
3D Brush Monkey
http://www.splashdamage.com/

EDIT: fixed the ‘value of “1” to “0”’ - sowwee sock :smile: - RR2DO2

<font size=-1>[ This Message was edited by: RR2DO2 on 2002-06-18 02:33 ]</font>