want to run, not fly around in my map...


(blushing_bride) #21

The above comment is a classic case of me assuming people would be talking about the initial tutorial by hummer ( http://www.splashdamage.com/forums/viewtopic.php?t=2496 ) and working with the standard entities file for ET.

a) “info_player_start” entity is not listed in the ET entity list.
b) The above system will not work if “team_CTF_bluespawn” or “team_CTF_redspawn” entity are present in the map.
c) The tutorial by hummer does not talk about “info_player_start” entities and recommends “info_player_deathmatch” entities.
d) The above situation will work only for test maps and not maps which contain any spawn entities for either team.

I’m still looking for an example map file which only contains standard ET entities and works without “team_WOLF_objective” entities through the limbo menu.

Sock
:moo:[/quote]

sorry im confused does info_player_deathmatch not count then because that’s what im using


(sock) #22

“info_player_deathmatch” is a standard entity defined in the def file supplied with the editor.

If you have an example map which uses standard ET entities and does not contain a “team_WOLF_objective” entity then please could send me a copy?

Sock
:moo:


([rD]MrPink) #23

I am also able to walk around a map with any team_wolf_objectives.


(rouvio) #24

Yes this would be a lovely situation but unfortunately there is no master manual and there is no one location to get all the information either. Learning to map can be a very frustration situation due to alot of the initially information not being readily available. But you cannot expect information to be spoon fed either, mapping is partly investigation work as well.

Sock
:moo:[/quote]

yeah, but EVERY other software has a complete in depth manual. Your program is NOT a user fruendly one… About the investigation… ARE YOU CRAZY >>?? u know how much I look, read, AND search online BEFORE I PUT A THREAD ???

Its just mandatory for a complex software like Radiant to have an in depth manual that will explain every thing.

[b]HAVE YOU LOOKED IN MAYA ?, or maybe 3DMAX ? or wether you like AUTOCAD…

they all come with a VERY DETAILED manuals !!! :angry: [/b]


(chavo_one) #25

You ungrateful son of a…

How much did you have to pay for radiant?

Give me $2000 dollars and I’ll write you an in-depth manual.

This is a developer’s tool that cost you nothing. It is fueled by the community that uses it. You have the absolute worst attitude to be coming to this forum with.


(rouvio) #26

you are right. i take it back. :twak:


(Stektr33) #27

Mr.Caps, the time you spend on looking, reading, and searching doesn’t indicate how much you actually comprehend from what you find. Take the time to understand the material and concepts.

Mr. Product Director, people will have different learning curves with all software, doesn’t necessarily mean its complex. Take the time to learn it, instead of being intimidated by it.

Mr. Money Bags, those software cost thousands of dollars. For those of us that don’t have them, we’ll assume that they do have in-depth manuals. You make it sound like you own them or have had the luxury to use them, in which case, Radiant shouldn’t be THAT complex.

I’m sorry, I know you said “you take it back”, but you need to chill out and just appreciate that this is even out there.


([rD]MrPink) #28

I was just thinking about that team_wolf_objective thing, and I did a test to see if which was right, and I get a message about no spawn points without a objective in devmap mode. However, I have a map that doesn’t have one and it is in a .pk3. When it runs it works fine. So maybe if its in a .pk3 it works? Or maybe theres a certain entity or spawnflag that makes it work?


(blushing_bride) #29

“info_player_deathmatch” is a standard entity defined in the def file supplied with the editor.

If you have an example map which uses standard ET entities and does not contain a “team_WOLF_objective” entity then please could send me a copy?

Sock
:moo:[/quote]

sorry im getting confused. In my map i have the following

worldspawn (with min/maxcoords)
info_player_deathmatch
team_CTF_redspawn
team_CTF_bluespawn

Using these is all i need to be able to WALK around inside my map (which is the point that people seem to get stuck at about once every twenty threads). I could not find the “def file supplied with the editor” so i dont know if they are standard or not. Maybe people are tripping up over the difference between ET and standard entities (dont know what im talking about just guessing based on many threads on this forum).


([rD]MrPink) #30

I can send you a copy of my unfinished, boring, and never releasable map if you pm me an e-mail addy. I’ll give you a .map and a .pk3


(sock) #31

Perfect, thks for the entity info and I think I have tracked down the problem. Basically the configuration above will work IF you don’t set any spawnflags values on the team_CTF_red/blue spawn entities. As soon as the spawnflags option “startactive” is set then the limbo/console spawn options will fail. No wonder this situation caused so many problems.

Ok, ok people everyone needs to really agree on one configuration for start maps. The above entity solution will work but is not idea because as soon as you try and do anything with the spawn points (autospawn features, multiple spawn locations) then the system will fail. It is perfectly ideal for testing models/textures etc but not suitable for a base of a map.

The ideal solution.

1 x worldspawn (min/max command map parameters set)
1 x script_multiplayer (key “scriptname” set to “game_manager”)
1 x info_player_deathmatch (used by the specatator view)
1 x team_CTF_redspawn (key “spawnflags” set to “3”)
1 x team_CTF_bluespawn (key “spawnflags” set to “3”)
1 x team_WOLF_objective (key “spawnflags” set to “1”)
1 x team_WOLF_objective (key “spawnflags” set to “2”)

  • Compile the map and make sure the it does not leak.
  • Run the map in the game. You should be able to spawn as either axis/allies and run/skip as much as you like around your test map.
  • You do not need a tracemap, command map, script file to initially load the map and walk around.

Thank you everyone for your time and patience in getting to the bottom of this issue. I don’t need anymore test/sample maps sent to me and hopefully this will make the situation a bit clearer for everyone who has been following this thread.

Sock
:moo:


(BadIdea) #32

Ups - Im not talking about:

“The above comment is a classic case of me assuming people would be talking about the initial tutorial by hummer”

Info_player_start is present in new ET maps too.

Goldrush :
// entity 1035
{
“classname” “info_player_start”
“origin” “2004 -668 -384”
“angle” “236”
}

Battery :

// entity 212
{
“classname” “info_player_start”
“origin” “472 -400 144”
“angle” “315”

}

Radar
// entity 72
{
“classname” “info_player_start”
“origin” “2240 3520 1344”
}

6 maps - 3 with info_player_start.
:eek:

Primary question was: "So what do I have to do to be able to run around in my map…? "

Info_player_start, skybox and min/max coord. in worldspawn.
Am I wrong ? Am I right?

thx.

PS.I have added info_player_start to my Def .
When You are using EasyGen - in export options - you can add Info_player_start ent. to your map.

Sorry for my English.


(sock) #33

Trust me there is alot of crap/redundant entities in all of the ET maps. This situation happened because things changed so fast during development that not all redundant entities where removed in time. If the “info_player_start” entity was critically required for the game to work, it would be in all the maps and defined in the editor def file. But as you have discovered the entity still works, bonus. Its an entity I would simply not recommend using, personal advice.

1 x worldspawn (min/max command map parameters set)
1 x script_multiplayer (key "scriptname" set to "game_manager")
1 x info_player_deathmatch (used by the specatator view)
1 x team_CTF_redspawn (key "spawnflags" set to "3")
1 x team_CTF_bluespawn (key "spawnflags" set to "3")
1 x team_WOLF_objective (key "spawnflags" set to "1")
1 x team_WOLF_objective (key "spawnflags" set to "2")

Technically this solution will work (you are using it right?!?) as I said in the top post on this page, but I don’t recommend it. If you find another method which works for you, then fine keep using it. But the ideal method I would recommend for first room/test maps is as above.

Sock
:moo:


([rD]MrPink) #34

I thought that issue was probably caused by a spawnflag, or something.


(lennyballa) #35

most of the times it crashed in limbo when you’re mapcoords aren’t good, give mapcoordsmaxs a key of 5000 -5000 and give mapcoordsmins a key of -5000 5000. It should work i think, if you haven’t got anyone spawnflags set like sock said :wink: