Ns Entities...?
Akalamanaia
Join Date: 2003-01-04 Member: 11833Members
Join Date: 2003-01-04 Member: 11833Members
Ok i looked the FGD and i got confused, im using a plugin so i can add entities to a map what is bsp, i wanna add so player spawns, can choose teams for Half life single player maps(ya can load HL singleplayer in NS), so what are entities to choose teams and the team spawn entities etc. i just wanna add about 3 res nodes and marine start in half life first single player map but i dont know the entities..
oh yes these are still there..
//@PointClass size(-8 -8 -8, 8 8 8) = weapon_nukegun : "Nuke launcher" []
//
//@PointClass size(-8 -8 -8, 8 8 8) = weapon_flamegun : "Flame thrower" []
oh yes these are still there..
//@PointClass size(-8 -8 -8, 8 8 8) = weapon_nukegun : "Nuke launcher" []
//
//@PointClass size(-8 -8 -8, 8 8 8) = weapon_flamegun : "Flame thrower" []
Comments
The readyroom spawns are info_player_start's, while marine and alien starts are info_team_start's. The info_team_starts need to have their teamchoice keyvalue set to 1 for maines or 2 for aliens. Resource nodes are a func_resource, while hives and command chairs are team_hive and team_command, respectively. The "join marine/aliens" and spectate entities are brush-based, so you may have trouble spawning them into a map. For more information, consult the <a href='http://www.natural-selection.org/Mapping_Guidelines.html' target='_blank'>NS mapping guidelines</a>. It has a full list of all the entities and their keyvalues.
While the nuke and flamethrower are in the FGD, they can't be spawned. There is no code to handle them on the server or client, and most of the models/sprites they use are missing.
and i also added info_team1_start and when i join the team 1 it wont spawn me..
That's because the position of the player is actually at waist-height, while the position for the comm chair is at it's base. To adjust, you'll have to subtract half the player's height from the z-coordinate /status gives you (I think the player is 72 units high, but if not just try out different values until it looks right).
The entity is info_team_start and is used for both teams. You also have to set which team it will spawn. I'm not too familiar with stripper2, but to add an info_team_start for the alien team, it should look something like this:
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
{
classname/info_team_start // info_team_start is a team-specific spawn point
angle/180 // angle sets which way you face when you spawn; I think NS ignores it
origin/640 240 48 // where the player spawn; remember to adjust upwards by 64 else they will spawn in the floor
teamchoice/2 // teamchoice set ehich team spawns here (1=marines, 2=aliens)
}
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
{
classname/team_command
angle/0
origin/126 133 -240
}
{
classname/info_team_start
angle/0
origin/86 597 -240
teamchoice/1
}
<!--c2--></td></tr></table><span class='postcolor'><!--ec2--> still won't spawn..comm chair is on same level and it isnt on the air.
{
classname/team_command
angle/0
origin/126 133 -240
}
{
classname/info_team_start
angle/0
origin/86 597 -240
teamchoice/1
}
<!--c2--></td></tr></table><span class='postcolor'><!--ec2--> still won't spawn..comm chair is on same level and it isnt on the air.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Hmm.. looking trough the changelogs, it appears that info_team_start and info_player_start entities are removed while the map is loading to improve performance... I'm not sure if there's any way to get additional spawn points recognised after map load.
If you don't mind the glitches and have an unstuck plugin you could do it of course...