Help! :blah:
I almost done my map, but now, I’ve discovered:
EasyGen SuX!!! How to remove the terrain and keep the other???
And how to make a NEUTRAL Command post. I dont understand the topics in sticky! HELP!
Help! :blah:
I almost done my map, but now, I’ve discovered:
EasyGen SuX!!! How to remove the terrain and keep the other???
And how to make a NEUTRAL Command post. I dont understand the topics in sticky! HELP!
Hey here’s an easy one i can answer 
My way of getting the terrain out would be to draw a brush in the terrain then click csg_subtract, then click undo, this put’s the cut terrain back and usally hightlights all the terrain in your map, then press the delete key:P
iffy’s place------
http://planetwplfenstein.com/4newbies
Has a map in box which contains a command post. (not sure if its neutral??)
Terrains are just func_group entities. Hold ctrl+alt and click on any brush that is a part of your terrain. Then hit the backspace key.
didnt know that cheers rgoer, maybe if you want more help i suggest you ask / explain your questions rather than
Well, I can’t download this crap! What’s wrong!
Perhaps you need a filepanet account?? Oh and if you gonna use it then it cant be crap 
I have a FP account and I corrected the link. Still nothing :???: :disgust:
Next problem: Little n00bish, but… How to select more things at once? Like Command post and all brushes surrounding it? :banghead:
EDIT: Solved that. 
NExt problem: Invisible wall for spectators. Maybe Clip texture :???: .
Thank you. Now the most weirdest thing in the world happened. I’ve copied the neutral CP from Map In A Box (yes, MIAB works to me), and copied the script. Now… Look at this:
textures/sxd_map/terrain_0
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/egypt_floor_sd/sandy_dirt_01.jpg
rgbGen vertex
surfaceparm landmine
tcmod scale 0.111 0.136
}
}
textures/sxd_map/terrain_1
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/egypt_floor_sd/sandygrass_b.tga
rgbGen vertex
surfaceparm landmine
tcmod scale 0.111 0.136
}
}
textures/sxd_map/terrain_0to1
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/egypt_floor_sd/sandy_dirt_01.jpg
rgbGen vertex
surfaceparm landmine
alphaGen vertex
tcmod scale 0.111 0.136
}
{
map textures/egypt_floor_sd/sandygrass_b.tga
rgbGen vertex
surfaceparm landmine
alphaGen vertex
tcmod scale 0.111 0.136
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
textures/sxd_map/terrain.vertex
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
{
map textures/egypt_floor_sd/sandy_dirt_01.jpg
rgbGen vertex
surfaceparm landmine
tcmod scale 0.111 0.136
}
}
// Scripting //
game_manager
// Neutral Command Post //
allied_compost_built
{
spawn
{
wait 400
trigger allied_compost_built setup
constructible_class 2
}
trigger setup
{
setchargetimefactor 1 soldier 1
setchargetimefactor 1 lieutenant 1
setchargetimefactor 1 medic 1
setchargetimefactor 1 engineer 1
setchargetimefactor 1 covertops 1
sethqstatus 1 0
}
buildstart final
{
setstate allied_compost_built_model underconstruction
setstate neutral_compost_closed_clip invisible
setstate neutral_compost_closed_model invisible
}
built final
{
setstate allied_compost_built_model default
setstate neutral_compost_closed_clip invisible
setstate neutral_compost_closed_model invisible
trigger allied_compost_built_model enable_allied_features
enablespeaker allies_compost_sound
}
decayed final
{
setstate allied_compost_built_model invisible
setstate neutral_compost_closed_clip default
setstate neutral_compost_closed_model default
}
death
{
setstate allied_compost_built_model invisible
setstate neutral_compost_closed_clip default
setstate neutral_compost_closed_model default
trigger allied_compost_built_model disable_allied_features
disablespeaker allies_compost_sound
}
}
allied_compost_built_model
{
spawn
{
wait 400
setstate allied_compost_built_model invisible
}
trigger enable_allied_features
{
setchargetimefactor 1 soldier 0.75
setchargetimefactor 1 lieutenant 0.75
setchargetimefactor 1 medic 0.75
setchargetimefactor 1 engineer 0.75
setchargetimefactor 1 covertops 0.75
sethqstatus 1 1
wm_announce "Allied Command Post constructed. Charge speed increased!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"
wm_teamvoiceannounce 1 "allies_hq_compost_constructed"
wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
// *---------------------------------------------------------------------------------*
wm_objective_status 4 0 2
wm_objective_status 4 1 1
}
trigger disable_allied_features
{
setchargetimefactor 1 soldier 1
setchargetimefactor 1 lieutenant 1
setchargetimefactor 1 medic 1
setchargetimefactor 1 engineer 1
setchargetimefactor 1 covertops 1
sethqstatus 1 0
wm_announce "Axis team has destroyed the Allied Command Post!"
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
wm_teamvoiceannounce 0 "axis_hq_compost_construct"
wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
// *---------------------------------------------------------------------------------*
wm_objective_status 4 0 0
wm_objective_status 4 1 0
}
}
axis_compost_built
{
spawn
{
wait 400
trigger axis_compost_built setup
constructible_class 2
}
trigger setup
{
setchargetimefactor 0 soldier 1
setchargetimefactor 0 lieutenant 1
setchargetimefactor 0 medic 1
setchargetimefactor 0 engineer 1
setchargetimefactor 0 covertops 1
sethqstatus 0 0
}
buildstart final
{
setstate axis_compost_built_model underconstruction
setstate neutral_compost_closed_clip invisible
setstate neutral_compost_closed_model invisible
}
built final
{
setstate axis_compost_built_model default
setstate neutral_compost_closed_clip invisible
setstate neutral_compost_closed_model invisible
trigger axis_compost_built_model enable_axis_features
enablespeaker axis_compost_sound
}
decayed final
{
setstate axis_compost_built_model invisible
setstate neutral_compost_closed_clip default
setstate neutral_compost_closed_model default
}
death
{
setstate axis_compost_built_model invisible
setstate neutral_compost_closed_clip default
setstate neutral_compost_closed_model default
trigger axis_compost_built_model disable_axis_features
disablespeaker axis_compost_sound
}
}
axis_compost_built_model
{
spawn
{
wait 400
setstate axis_compost_built_model invisible
}
trigger enable_axis_features
{
setchargetimefactor 0 soldier 0.75
setchargetimefactor 0 lieutenant 0.75
setchargetimefactor 0 medic 0.75
setchargetimefactor 0 engineer 0.75
setchargetimefactor 0 covertops 0.75
sethqstatus 0 1
wm_announce "Axis Command Post constructed. Charge speed increased!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "axis_hq_compost_constructed"
wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis"
wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
// *---------------------------------------------------------------------------------*
wm_objective_status 4 0 1
wm_objective_status 4 1 2
}
trigger disable_axis_features
{
setchargetimefactor 0 soldier 1
setchargetimefactor 0 lieutenant 1
setchargetimefactor 0 medic 1
setchargetimefactor 0 engineer 1
setchargetimefactor 0 covertops 1
sethqstatus 0 0
wm_announce "Allied team has destroyed the Axis Command Post!"
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
wm_teamvoiceannounce 0 "axis_hq_compost_damaged"
wm_teamvoiceannounce 1 "allies_hq_compost_construct"
// *---------------------------------------------------------------------------------*
wm_objective_status 4 0 0
wm_objective_status 4 1 0
}
}
// Forward spawn
forward_spawn
{
spawn
{
wait 200
setstate forwardflag_wobj invisible
accum 0 set 0
}
trigger axis_capture
{
trigger game_manager forwardflagred
trigger forward_spawn setaxis
}
trigger allied_capture
{
trigger game_manager forwardflagblue
trigger forward_spawn setallies
}
trigger setaxis
{
setstate forwardflag_wobj default
accum 0 abort_if_equal 0
accum 0 set 0
alertentity forwardflag_wobj
}
trigger setallies
{
setstate forwardflag_wobj default
accum 0 abort_if_equal 1
accum 0 set 1
alertentity forwardflag_wobj
}
}
This is the whole shader file. Problems:
I’ve compiled the map. Everything OK.
I’ve copied the script. OK.
I’ve run the game. Result: The main menu is whole orange :eek: :eek2: :eek3: !
I’ve tried to run the map. Result: script_mover must have a model message shows up! HEEEELP! 
Sorry for my bad english. :banghead: 
i believe that the .shader file and the .script file should be two different files. So i think the script bit should be in a file named “yourmapname.script” and put in the /maps folder.
LOOL, what a stupid mistake. Thanks.
But message about script_mover still shows up! 
if the script is an exact copy of one known to work then i suggest that the problem is with an entity in radiant. But im still struggling to understand scripts myself so i hope someone else can help.
Heelp. :banghead: :blah:
SuperSock please you could be my personal god! :bump:
Start one step at a time. Create your map with no script first and see if you get any errors. Then create your script one function at a time. Like game_manager, command post, forward spawn etc. Try not to create all of your script at once it will only make things worse for you.
Look at the example maps you got and try to understand all of the entities used first. I know you are eager to get your map finished but take the time to understand the example, dont just cut and paste. The neutral command post is a monster of entities/scripting and certainly not the easiest one to understand straight away. Have a look at a single team construction first, alot simplier and possible maybe quicker to understand.
BTW all shaders for textures in game should go in the scripts directory and if you are creating new files you will need to add them to the shaderlist.txt file as well. Otherwise the compiler will not use them. Also you need to look at the existing ET terrain shaders because you are not use lightmapped terrain system but the old Q3/Easygen Vertex light system.
Sock
:moo: