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Author Topic: Entities - Teleports, regen...  (Read 577 times)
Offline  Raiin
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Kangaroo-izzle
Posts: 243
Apparently, I'm a robot.
Entities you will work with...
Yellow text = sub catagory
Teal text = main catagory

ENTITY TYPES!
There are 2 types of entities, the difference between them is simple. If you used the "Entity tool" (SHIFT+E) and put a little green man down, that entity WILL be a "point entity" even after changing the class. The other type of entity is a "brush entity", every block you make is a "brush" and when you use CTRL+T that brush becomes a brush entity. Trigger_hurt, func_regen, trigger_multiple are all brush based entities.

SPAWN POINTS!
in your textured hollow box that is sealed off from the 'void' select the "Entity tool" (SHIFT+E or standing white pillar connected to a white sphere) and click inside the hollow box, if you click the 2d screen a cross hair will appear, you can click on the other 2 screen to be more accurate then hit enter and it will appear in the spot you chose or alternatively you push Z while the mouse is over the 3D screen and then using the mouse and WASD keys fly around to get to where you want, push Z again to get out of the free cam, select the entity tool and click on the 3D screen, a small green man should appear. select the green man with the "Selection tool" (red arrow) and hit ALT+enter, in the object properties window that should pop up, click the "class" drop down box and find info_player_teamspawn then click apply, set the 'team' field to Red / Blue / Any then click apply.

TELEPORTS!
Making teleports is pretty easy, it requires 2 entities, trigger_teleport and info_teleport_destination. first of all get the "Entity tool" (SHIFT+E) and click on the 3D window where you want the player to be teleported to, select the little green man and adjust his placement how you wish, rotate/raise etc. Change the Class drop down to info_teleport_desination and hit apply then name him something nice and simple (eg. dest1, jump1, tele1).

Make a box and texture it with the "trigger" texture (not necessary but recommended to keep things organised), depending on the jump you're making you will need to adjust the size of the box, pogo jumps you should make them 1 unit high (rare event to not stick to the grid!). you can pretty much cover the floor with the trigger boxes, when you're happy with all the boxes, select them all and hit CTRL+T, change the class to trigger_teleport and hit apply. set the remote destination to the name of the info_teleport_destination you set earlier and then go into the flags tab and check "clients", hit apply and close the window.

AMMO/HEALTH REGENERATION! (RESUPPLY)
This is the locker regeneration and not the instant health regen on most maps. make a block where you want people to regenerate ammo/health, texture it with trigger (organisational purposes) and hit CTRL+T, change the class to func_regenerate and click apply. If you don't want the error in the console when the map is loaded you can create a prop_dynamic using the "Entity Tool" (SHIFT+E) and then change the world model by searching for "resupply_locker" and then naming the prop something simple. In the func_regenerate set the "associated model" to the prop_dynamic's name.

INSTANT HEALTH REGENERATION!
This is what makes demo pogo possible in maps without server side help. If you don't have any health specific jumps in your map you can probably just cover the map in it. Make a box with the trigger texture (organisational purposes) and hit CTRL+T. Change the class drop down menu to trigger_hurt and hit apply. change the "Damage" field to "-2000" then hit apply.

BUTTONS FOR DOORS!
These are very controversial but most people say "Button jumps suck", so use them at your own risk!

First you need your door...make a block for the door in an impassable area, hallways etc. CTRL+T and change the class to func_door then hit apply. alter the settings you want (Should be pretty simple) and name the door something like door1, jump1_door etc. You will need to play with this a little, you need to set the "Move direction" just play with the value until it goes where you want in-game and the move distance should be about the same value as the width OR height depending on which way your door moves. Last field to change is the speed at which the door moves, should be obvious...(too lazy to look), the value is in "Hammer Units", Units per second.

1 BUTTON
Make a brush for your button, put it somewhere to shoot, and hit CTRL+T. Change the class to func_button and hit apply. Change the "Button reset" field to the same as the doors reset timer and then go to the outputs tab. Click Add and then in the first box put "OnDamaged", second box "door1" the name of your door, third box "Open" click apply and you're done!

2 OR MORE BUTTONS
Coming soon...


I'll add things here slowly, let me know if you have a request on steam or here.
« Last Edit: December 31, 2010, 10:06:09 AM by Raiin »


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Maggot
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Posts: 3
Thanks for the tutorial, I'll definitely be using buttons later on but since I started using hammer not 12 hours ago, I'm still a noob. I just have one question, they talk about 'tying entities' is this the same thing as making a brush and clicking toEntity? I come from unreal tournament mapping so I figured out most stuff but this confuses me.
   
Soldier
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Posts: 247
Yes, also ctrl+t is the hotkey for turning a brush into a ent
Also 'Move to World' (ctrl +shift +w) does the opposite to a brush that has been made into a ent (it makes it a brush again)


also what raiin said
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 VVV
« Last Edit: January 19, 2011, 07:32:41 AM by drwhooo »
   
Offline  Raiin
Soldier
*

Kangaroo-izzle
Posts: 243
Apparently, I'm a robot.
Well I've never heard anyone use the phrase, "tying entities", but if i did have to guess it could be 1 of 2 things. there's tying a brush to an entity class, which is what you were thinking or it could be using the I/O fields to connect entities like the math_counter, func_button and func_door.


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Offline  Drexen
Rocketeer
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Posts: 282
imo you tie a brush entity to geometry and create point entities
   
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