<div class="IPBDescription">how?</div> Well i have my marine start basically done, but i need to know how how to make it so when the map loads, there is a comm chair and the players apear there.
The comm chair is an entity (team_command i think) that you just put in the map.
To spawn, you'll need an info_player_start entity (this is where you would spawn in a readyroom) and then a brush-based entity that is info_team_join (or something, I forget exact name) that will be the area that you step into to join the marine team.
CC: Entity: team_command Ready Room Spawns: Entity: info_player_start How you actually get from the RR to the team: Make a brush where the player will walk into to join a team. Right click and tie to entity and select info_join_team from the list. Select the corrisponding team and you're almost done.
Spawn points: Entity: info_team_start: Set the correct team number in the entity, and it will spawn the player onto a team.
-MasterMike
EDIT: BTW funbags, you don't need to make another thread. I read your pervious one with the res nodes. I don't get home until like 4:30 PM EST. lol. I'm sure someone else would have responded to it as well.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->funbags Posted on Feb 3 2004, 12:20 AM should i make the ready room first?
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> That is up to you. Some people will make it first, other will make it along the way, and still others will make it last.
Personally, i usually make the RR last, just so i can build it to the theme of the map. But you can do anything you want in your RR. One of the CO_ maps have a box, with lights, and the signs aren't even... (probably by design)
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Also,what is a prefab? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> A Prefabricated object. Normally, if you were to build a chair in Hammer, you would have to make several blocks, and line them up, make sure they are the right size.... OR, someone else has already made one. Its a pre-built object that you can just drop in instead of creating. The defaults are file cabinets, books, bookcases, etc.... there are plenty of sites (or use to be) that have them available. -Shen
<!--QuoteBegin-Zulu55+Feb 2 2004, 06:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zulu55 @ Feb 2 2004, 06:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The comm chair is an entity (team_command i think) that you just put in the map.
To spawn, you'll need an info_player_start entity (this is where you would spawn in a readyroom) and then a brush-based entity that is info_team_join (or something, I forget exact name) that will be the area that you step into to join the marine team. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Why on earth do they all have such cryptic names? Surely 'command_chair' and 'player_start' would have made more sense?
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Varsity Posted on Feb 4 2004, 01:05 AM Why on earth do they all have such cryptic names? Surely 'command_chair' and 'player_start' would have made more sense? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
They are following the lead from the origional Half Life design in old school World Craft. Since, everyone from back in the day knew where things were then, NS Dev team created them so old schoolers would be able to find them easy enough.
Besides, its not all that cryptic. Team_Command Info_Player_Start Info_Team_Join
The Info_ signifies its an information point, such as Info_PathCorner it TELLS the engine something to do.
Team_ signifies an entity belonging to a team, A team, B team... easy to grasp, especially if you NEED to seperate things by team.
Lol, so it's there wasy of making sure the nubceaks don't run around creating lots of low-quality maps? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Varsity Posted on Feb 4 2004, 01:33 AM Lol, so it's there wasy of making sure the nubceaks don't run around creating lots of low-quality maps? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
well yes... and no..
First, WorldCraft was Valve's tool for creating maps, so everything was basically created around developers. This isn't MSPaint we're talking about.
The naming convention, may seem cryptic, but its not really that hard, once you're made your first map. Getting in and playing with it, you may better understad the tems. Things are name different ways for a reason. The prefixes determine functionality, purpose, and also a logical operation of objects with in the game engine. There are many in there, but only a few will be commonly used, you dont have to go and memorize every singe entity and is use in order to make a map. You can make a map for half life with some brushes, a light, and a info_player_start.
Mapping only gets as complex as you want to get.
While Nubs can go in and build a box room, with a light, and 12 res nodes...
A moderate mapper could spend serval days/weeks/months creating a virtual visual experience that the whole community would love.
I know the maps we play that currently come with NS took their creators a few weeks or probably longer to create. How much effort do you want to put in to your map? Do you want to be the only person playing your map, or do you want the world to add your map to their rotation list?
The best thing is to start making a map.... post screen shots and let the other mappers and players make comments... With their input, i know i've made my maps better.
I guess I should've remembered how confusing all the keywords in programming were when I started. I've tried mapping before, too. But with all the nonsense about having no reflex angles, and then the introduction of Steam screwing things up entirely, I decided it wasn't really for me.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Varsity Posted on Feb 4 2004, 02:04 AM I guess I should've remembered how confusing all the keywords in programming were when I started. I've tried mapping before, too. But with all the nonsense about having no reflex angles <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Dont let that scare you away! Thats mostly for people who really try to make freaky angled objects or walls. Just means no angles can face each other.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->and then the introduction of Steam screwing things up entirely, I decided it wasn't really for me.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Dont let Steam scare you either, its just a blow up version of the old WON. Basically the same... just a longer file path... the command on start are the same too... Just think of it as an-auto-updating-instant-messanger-friendly version of the olf HL... Steam is native, HL isn't.
<!--QuoteBegin-ShenTraX+Feb 4 2004, 06:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShenTraX @ Feb 4 2004, 06:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Dont let Steam scare you either, its just a blow up version of the old WON. Basically the same... just a longer file path... the command on start are the same too... Just think of it as an-auto-updating-instant-messanger-friendly version of the olf HL... Steam is native, HL isn't. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Actually, there is a problem with my system where it doesn't handle the period in the e-mail address correctly so maps can't compile into the right directories. I'm all for having another go when a Steam-friendly version come out. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
The only reason I ever use steam for my maps is to playtest them. I compile my maps and everything else into C:\SIERRA\Half-Life\ns because it's just easier for me. When I'm ready to go take a look at a new textured room I just created, I press F9 and it loads up NS. Steam is okay and all, but I personally see no reason to screw with it to compile maps. When I'm done, if I want to playtest with friends or whatever, I'll simply just copy the map into the Steam directory and everything is great.
<!--QuoteBegin-ShenTraX+Feb 3 2004, 10:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShenTraX @ Feb 3 2004, 10:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> First, WorldCraft was Valve's tool for creating maps, so everything was basically created around developers. This isn't MSPaint we're talking about. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Actually WorldCraft was around long before Valve bought it -- it used to be the work of a programmer at ACD Systems and was a Quake 1 editor. The programmer worked for Valve for about six months after they bought WorldCraft.
Comments
To spawn, you'll need an info_player_start entity (this is where you would spawn in a readyroom) and then a brush-based entity that is info_team_join (or something, I forget exact name) that will be the area that you step into to join the marine team.
CC: Entity: team_command
Ready Room Spawns: Entity: info_player_start
How you actually get from the RR to the team:
Make a brush where the player will walk into to join a team. Right click and tie to entity and select info_join_team from the list. Select the corrisponding team and you're almost done.
Spawn points: Entity: info_team_start: Set the correct team number in the entity, and it will spawn the player onto a team.
-MasterMike
EDIT: BTW funbags, you don't need to make another thread. I read your pervious one with the res nodes. I don't get home until like 4:30 PM EST. lol. I'm sure someone else would have responded to it as well.
Also,what is a prefab?
should i make the ready room first?
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
That is up to you. Some people will make it first, other will make it along the way, and still others will make it last.
Personally, i usually make the RR last, just so i can build it to the theme of the map. But you can do anything you want in your RR. One of the CO_ maps have a box, with lights, and the signs aren't even... (probably by design)
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Also,what is a prefab? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
A Prefabricated object. Normally, if you were to build a chair in Hammer, you would have to make several blocks, and line them up, make sure they are the right size.... OR, someone else has already made one. Its a pre-built object that you can just drop in instead of creating. The defaults are file cabinets, books, bookcases, etc.... there are plenty of sites (or use to be) that have them available.
-Shen
To spawn, you'll need an info_player_start entity (this is where you would spawn in a readyroom) and then a brush-based entity that is info_team_join (or something, I forget exact name) that will be the area that you step into to join the marine team. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Why on earth do they all have such cryptic names? Surely 'command_chair' and 'player_start' would have made more sense?
Why on earth do they all have such cryptic names? Surely 'command_chair' and 'player_start' would have made more sense? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
They are following the lead from the origional Half Life design in old school World Craft. Since, everyone from back in the day knew where things were then, NS Dev team created them so old schoolers would be able to find them easy enough.
Besides, its not all that cryptic.
Team_Command
Info_Player_Start
Info_Team_Join
The Info_ signifies its an information point, such as Info_PathCorner it TELLS the engine something to do.
Team_ signifies an entity belonging to a team, A team, B team... easy to grasp, especially if you NEED to seperate things by team.
Lol, so it's there wasy of making sure the nubceaks don't run around creating lots of low-quality maps?
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
well yes... and no..
First, WorldCraft was Valve's tool for creating maps, so everything was basically created around developers. This isn't MSPaint we're talking about.
The naming convention, may seem cryptic, but its not really that hard, once you're made your first map. Getting in and playing with it, you may better understad the tems. Things are name different ways for a reason. The prefixes determine functionality, purpose, and also a logical operation of objects with in the game engine. There are many in there, but only a few will be commonly used, you dont have to go and memorize every singe entity and is use in order to make a map. You can make a map for half life with some brushes, a light, and a info_player_start.
Mapping only gets as complex as you want to get.
While Nubs can go in and build a box room, with a light, and 12 res nodes...
A moderate mapper could spend serval days/weeks/months creating a virtual visual experience that the whole community would love.
I know the maps we play that currently come with NS took their creators a few weeks or probably longer to create. How much effort do you want to put in to your map? Do you want to be the only person playing your map, or do you want the world to add your map to their rotation list?
The best thing is to start making a map.... post screen shots and let the other mappers and players make comments... With their input, i know i've made my maps better.
-Shen
I guess I should've remembered how confusing all the keywords in programming were when I started. I've tried mapping before, too. But with all the nonsense about having no reflex angles
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Dont let that scare you away! Thats mostly for people who really try to make freaky angled objects or walls. Just means no angles can face each other.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->and then the introduction of Steam screwing things up entirely, I decided it wasn't really for me.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Dont let Steam scare you either, its just a blow up version of the old WON. Basically the same... just a longer file path... the command on start are the same too... Just think of it as an-auto-updating-instant-messanger-friendly version of the olf HL... Steam is native, HL isn't.
Actually, there is a problem with my system where it doesn't handle the period in the e-mail address correctly so maps can't compile into the right directories. I'm all for having another go when a Steam-friendly version come out. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
interesting...
-MasterMike
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Actually WorldCraft was around long before Valve bought it -- it used to be the work of a programmer at ACD Systems and was a Quake 1 editor. The programmer worked for Valve for about six months after they bought WorldCraft.
Those were the days...