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Topics - Raiin

Pages: [1] 2
1
New Maps / Jump_MIKE why do i do this to myself
« on: December 25, 2012, 11:25:34 AM »
jump_mike_a1-
Jump count: 3

Teaser and VMF source -
Teaser map + VMF (mapper thing) + custom models (mapper thing) found here...
http://www.mediafire.com/?rnhnijr7j42nrr1

Notable mentions -
Nyro, Qr and Checkem made the models.
Nyro, Qr and Checkem inspired the map.
Blind Girl inspired the map by giving the texture lights idea.
surf_lt_omnific for teaching me so many things.

2
Whatever / Team Fortress 2 in Major League Gaming (TF2 in MLG)
« on: July 29, 2012, 10:54:30 PM »
Quote
What up people, Major League Gaming in the United States are currently taking feedback on the Pro League and you can comment and vote for ideas for the league including TF2

It would do wonders for TF2 to get on that stage whether it will directly affect us now or not so get on over there, comment and cast your vote (you can vote for TF2 three times) because TF2 getting a huge platform like MLG will only increase the publicity and player base for TF2 worldwide!



I expect everyone to create 10 different email accounts to vote for this....or else!
Original post: http://ozfortress.com/showthread.php?t=52305

3
Other Tutorials / Working HHH for maps
« on: April 03, 2012, 09:54:20 PM »
How to make the Horseless Headless Horseman work on custom maps, primarily for maps where you want the HHH to run around well away from the CP.

Basic HHH logic:
He will retreat toward the CP if no one is on the NAV mesh.
Default HHH search range is 1500 hammer units from the first active CP.
The model itself is less than 32 hammer units wide. (Very thin, smaller than a player, can be seen when he falls into cheval blue spawn)

.NAV file information
These files are pretty simple to make, but depending on how complex the terrain is can take a while to create/alter. nav_generate will create a mesh and .NAV file in the tf/maps folder. It may create the mesh in an unintended area (eg pagoda blue spawn), can be fixed by using "ent_fire info_player_teamspawn kill" and then where you want the mesh to be generated, "ent_create info_player_teamspawn".

Valve dev wiki: Navigation Meshes
https://developer.valvesoftware.com/wiki/Navigation_Meshes

The HHH only cares about connected blocks, so you won't need any nav_jump or nav_ladder etc. Notable commands you will use: Nav_delete, nav_edit 1, nav_mark, nav_connect, nav_merge, nav_split, nav_splice, nav_connect, nav_disconnect, nav_generate, nav_analyze, nav_save, nav_begin_area and nav_end_area. That's really not a lot of commands to know, if you do not know what a command is for you can try typing into console "find <command>" or check the wiki page.

Plugins you will want: (None of these plugins require sv_cheats 1)
HHH spawning plugin - By Geit
http://forums.alliedmods.net/showthread.php?t=141720

Increase HHH search range - By Conductor
Source - http://pastebin.com/DvRebGqQ
Plugin - http://www.mediafire.com/?omf5kicn36iao75

Commands tf_halloween_bot_chase_range 99999 and tf_halloween_bot_quit_range 99999 must be put in a config somewhere for HHH to target correctly, the plugin removes the cheat flag from these commands.

Extra files you may want:
Monoculus spawning plugin - by DarthNinja
http://forums.alliedmods.net/showthread.php?t=170694

.NAV files for a few jump maps - by Raiin (place in maps folder, server side)
Cheval + Aridia: http://www.mediafire.com/?69g9iy9rgrfsbhh
Rook + Pagoda: http://www.mediafire.com/?my376udmhs73e9j

Notes:
If the HHH has no target, he will run to the closest section of the mesh to the CP and sometimes will teleport out or directly to the CP.
No mesh, no HHH movement. If he over runs a part of the mesh he will attempt to turn back and get back on the mesh if possible.
Monoculus will skate along the ground unless there is mesh along the floor.
Monoculus will occasionally not shoot at all, my guess is that it is a range on the Z axis from the spawn point.
HHH commands are tf_halloween_bot_...
Monoculus commands  are tf_eyeball_...

4
New Maps / I get THIS bored sometimes
« on: March 15, 2012, 08:24:44 AM »
OK, so i assume because you saw that I had made a new thread in the "New Maps" forum that you think I made a new map. Right? Well you are wrong, close this thread right now and move on.
...
...
...
Still here?
Fine you can have jump_asdf.

A simple demo jump map I started when my ISP decided, "LETS TURN OFF OUR SERVICE TO THE ENTIRE CONTINENT". Seriously, what could go wrong with that plan? Anyway the map, very basic texture scheme, much like jump_ayers_v2; rock, grass, fence and some orange dev (orange dev is non-stick wall).

Difficulty:
Starts easy and gets hard, but those terms are relative.
60% as hard as scorpion or what...I guess.

Here, have a pic of something familiar and some other stuff that's like "WHAAAAAT? Raiin made custom things?". HAH! No like hell I would make custom things, those are just things VALVe hasn't put in.
Picture: http://imageshack.us/photo/my-images/269/jumpasdf0003.jpg/

Download link:
http://www.mediafire.com/?02ou6i49y0ffb93

The Time sign to the right of jump 1 is for a map side timer made by Jamien. Simply walk down the corridor (1 at a time would be best...) you should have a red timer at the top of the screen. when you start jump 1 the timer will reset and when you reach the cap the timer will pause.

Have fun.

5
Jump Help / Timer for local servers!
« on: March 03, 2012, 04:21:38 AM »
Another work of art by My Chocoholic Father Beats me aka Jamien
So, due to .cfg file size limits he broke this down into 4 .cfg files.

Ok, so due to the word limit of the forum (20,000 words), you won't be getting the large wall of code like his previous scripts. So what you do get is a bunch of random letters when I slam the keyboard...asdflkbujnh;
Also here are some pastes of Choco's witchcraft.
Timer: http://pastebin.com/epPR7LSM
Timer1: http://pastebin.com/YTA4QE1F
Timer2: http://pastebin.com/UQdscsGy
Timer3: http://pastebin.com/ygHvWd8J

Short version of what it does...
Shows a red timer at the top center of your screen.

Installation instructions
1. Download all 4 .cfg files from here: http://www.mediafire.com/?ju5uir55rgjpw65
2. Put them into your tf/cfg folder
3. Open a map in TF2
4. Exec timer
5. Jump

Controls
P = Start timer
K = Reset timer
O = Pause timer
Quote from: My Chocoholic Father Beat Me
In case you have to go eat a pineapple or piss suddenly

6
Jump Help / Skeys for local servers
« on: March 01, 2012, 01:57:27 AM »
Made by My Chocoholic Father Beats Me AKA Jamien.
Paste of dark arts: http://pastebin.com/87yivUjm
Code: [Select]
//Show keys for personal offline use. Also works in demos.

//IMPORTANT! If you don't use a custom autoexec and want your controls to be fixed automatically when you quit, delete the "//" from the next line
//fix;wait 3;host_writeconfig autoexec

sv_cheats 1

//Type fix in console to change controls back to normal
alias fix "bind w +forward;bind S +back;bind A +moveleft;bind D +moveright;bind space +jump;bind ctrl +duck"

alias +W "+forward;ent_fire keycount add 2"
alias -W "-forward;ent_fire keycount subtract 2"

alias +A "+moveleft;ent_fire keycount2 add 1"
alias -A "-moveleft;ent_fire keycount2 subtract 1"

alias +S "+back;ent_fire keycount2 add 2"
alias -S "-back;ent_fire keycount2 subtract 2"

alias +D "+moveright;ent_fire keycount2 add 4"
alias -D "-moveright;ent_fire keycount2 subtract 4"

alias +C "+duck;ent_fire keycount add 1"
alias -C "-duck;ent_fire keycount subtract 1"

alias +J "+jump;ent_fire keycount add 4"
alias -J "-jump;ent_fire keycount subtract 4"

//Customize binds here
wait 5;bind W "+W"
wait 5;bind A "+A"
wait 5;bind S "+S"
wait 5;bind D "+D"
wait 5;bind ctrl "+C"
wait 5;bind space "+J"

ent_fire game_text kill
ent_fire logic_timer addoutput "classname timer_old"
ent_fire math_counter addoutput "classname counter_old"
ent_fire logic_case addoutput "classname case_old"

wait 10;give game_text
wait 15;ent_fire game_text addoutput "classname keytext"
wait 20;ent_fire keytext addoutput "channel 1"
wait 20;ent_fire keytext addoutput "x .48"
wait 20;ent_fire keytext addoutput "y .465"
wait 20;ent_fire keytext addoutput "holdtime 200"
wait 20;ent_fire keytext addoutput "color 0 255 0"

wait 25;give game_text
wait 30;ent_fire game_text addoutput "classname keytext2"
wait 35;ent_fire keytext2 addoutput "channel 2"
wait 35;ent_fire keytext2 addoutput "x .477"
wait 35;ent_fire keytext2 addoutput "y .486"
wait 35;ent_fire keytext2 addoutput "holdtime 200"
wait 35;ent_fire keytext2 addoutput "color 0 255 0"

wait 40;give logic_case
wait 45;ent_fire logic_case addoutput "classname keycase1"
wait 50;ent_fire keycase1 addoutput "case01 0"
wait 50;ent_fire keycase1 addoutput "case02 1"
wait 50;ent_fire keycase1 addoutput "case03 2"
wait 50;ent_fire keycase1 addoutput "case04 3"
wait 50;ent_fire keycase1 addoutput "case05 4"
wait 50;ent_fire keycase1 addoutput "case06 5"
wait 50;ent_fire keycase1 addoutput "case07 6"
wait 50;ent_fire keycase1 addoutput "case08 7"

wait 55;ent_fire keycase1 addoutput "oncase01 keytext,addoutput,message  "
wait 55;ent_fire keycase1 addoutput "oncase02 keytext,addoutput,message C"
wait 55;ent_fire keycase1 addoutput "oncase03 keytext,addoutput,message   W"
wait 55;ent_fire keycase1 addoutput "oncase04 keytext,addoutput,message CW"
wait 55;ent_fire keycase1 addoutput "oncase05 keytext,addoutput,message     J"
wait 55;ent_fire keycase1 addoutput "oncase06 keytext,addoutput,message C  J"
wait 55;ent_fire keycase1 addoutput "oncase07 keytext,addoutput,message   WJ"
wait 55;ent_fire keycase1 addoutput "oncase08 keytext,addoutput,message CWJ"

wait 55;ent_fire keycase1 addoutput "oncase01 keytext,display,1,.03,-1"
wait 55;ent_fire keycase1 addoutput "oncase02 keytext,display,1,.03,-1"
wait 55;ent_fire keycase1 addoutput "oncase03 keytext,display,1,.03,-1"
wait 55;ent_fire keycase1 addoutput "oncase04 keytext,display,1,.03,-1"
wait 55;ent_fire keycase1 addoutput "oncase05 keytext,display,1,.03,-1"
wait 55;ent_fire keycase1 addoutput "oncase06 keytext,display,1,.03,-1"
wait 55;ent_fire keycase1 addoutput "oncase07 keytext,display,1,.03,-1"
wait 55;ent_fire keycase1 addoutput "oncase08 keytext,display,1,.03,-1"

wait 60;give logic_case
wait 65;ent_fire logic_case addoutput "classname keycase2"
wait 70;ent_fire keycase2 addoutput "case01 0"
wait 70;ent_fire keycase2 addoutput "case02 1"
wait 70;ent_fire keycase2 addoutput "case03 2"
wait 70;ent_fire keycase2 addoutput "case04 3"
wait 70;ent_fire keycase2 addoutput "case05 4"
wait 70;ent_fire keycase2 addoutput "case06 5"
wait 70;ent_fire keycase2 addoutput "case07 6"
wait 70;ent_fire keycase2 addoutput "case08 7"

wait 75;ent_fire keycase2 addoutput "oncase01 keytext2,addoutput,message  "
wait 75;ent_fire keycase2 addoutput "oncase02 keytext2,addoutput,message A"
wait 75;ent_fire keycase2 addoutput "oncase03 keytext2,addoutput,message    S"
wait 75;ent_fire keycase2 addoutput "oncase04 keytext2,addoutput,message A S"
wait 75;ent_fire keycase2 addoutput "oncase05 keytext2,addoutput,message       D"
wait 75;ent_fire keycase2 addoutput "oncase06 keytext2,addoutput,message A    D"
wait 75;ent_fire keycase2 addoutput "oncase07 keytext2,addoutput,message    S D"
wait 75;ent_fire keycase2 addoutput "oncase08 keytext2,addoutput,message A S D"

wait 75;ent_fire keycase2 addoutput "oncase01 keytext2,display,1,.03,-1"
wait 75;ent_fire keycase2 addoutput "oncase02 keytext2,display,1,.03,-1"
wait 75;ent_fire keycase2 addoutput "oncase03 keytext2,display,1,.03,-1"
wait 75;ent_fire keycase2 addoutput "oncase04 keytext2,display,1,.03,-1"
wait 75;ent_fire keycase2 addoutput "oncase05 keytext2,display,1,.03,-1"
wait 75;ent_fire keycase2 addoutput "oncase06 keytext2,display,1,.03,-1"
wait 75;ent_fire keycase2 addoutput "oncase07 keytext2,display,1,.03,-1"
wait 75;ent_fire keycase2 addoutput "oncase08 keytext2,display,1,.03,-1"

wait 75;give math_counter
wait 80;ent_fire math_counter addoutput "classname keycount"
wait 85;ent_fire keycount setvalue 0
wait 85;ent_fire keycount addoutput "outvalue keycase1,invalue"

wait 85;give math_counter
wait 90;ent_fire math_counter addoutput "classname keycount2"
wait 95;ent_fire keycount2 setvalue 0
wait 95;ent_fire keycount2 addoutput "outvalue keycase2,invalue"

wait 100;echo "I have to admit it, choco is the greatest soldier ever!"
Updated version as of 5th March

What this does is create several game_text entities, creates an alias with the movement command and an ent_fire to activate the game_text entities. Each time you press the key, a green letter appears around the crosshair. This works as you record a POV demo also, if you have this running while recording a POV it will show through the demo too.

Or in simple terms, Press movement keys and green letters appear around the crosshair.

Installation instructions...
Copy/Paste the script above into a .cfg file and name it "skeys"
If necessary change the stuff near the top, there are comments explaining what you can change.
Place the new file into tf/cfg
Open a map in TF2
Type into console "exec skeys"
Jump.

7
Jump Help / Helpful links to stuff
« on: February 03, 2012, 08:02:07 AM »
I'm making this thread to keep the useful links somewhere easy to find so when someone asks you, "Where can i download jump maps?". You can respond with a link to this thread which has the link to the download list below. Oh and also if you are blind, some links to things you may have missed.

More will be added if I or another mod feel like something is useful, feel free to suggest other useful links and if I find it useful I'll add it to the list.
(90% sure the other mods won't even glance at this thread)

Let's get started...
Downloads for jump maps:
Instructions: Place inside tf/maps
http://jumpit.site.nfoservers.com/server/maps/

Downloads for surf maps:
Instructions: Place inside tf/maps
http://jumpit.site.nfoservers.com/server/maps/

Download for Choco's infinite ammo script:
Instructions: Inside thread linked below.
http://forums.tf2jump.com/index.php?topic=566.0

Soldier infinite ammo script: (Better for videos ie. no resupply sound)
place inside tf/scripts
http://www.mediafire.com/?nlnaffucf11de80

Demoman infinite ammo script: (Better for videos ie. no resupply sound)
place inside tf/scripts
http://www.sendspace.com/file/oqd9pe

Demoman tutorials:
http://tf2jump.com/articles/category/6

Soldier tutorials:
http://tf2jump.com/articles/category/5

No explosion particles:
http://www.mediafire.com/?28pcvnd0n51yjri

Public Command list for JumpiT:
http://tf2jump.com/jumpassist

tf2jump.com logo pack for rocket and sticky launcher:
http://forums.tf2jump.com/index.php?topic=586.0

Local server Skeys:
http://forums.tf2jump.com/index.php?topic=596

Local server timer:
http://forums.tf2jump.com/index.php?topic=599.msg4863

8
Jump Help / New Inf ammo and health script
« on: January 30, 2012, 09:17:57 AM »
Made by My Chocoholic Father Beats Me AKA Jamien
Code: [Select]
//Personal portable regen for offline jumping!
sv_cheats 1

wait 5;ent_fire !self addoutput "targetname player_me"
wait 5;ent_fire func_regenerate addoutput "classname func_regenerate_temp"
wait 5;ent_fire info_target addoutput "classname info_target_temp"

wait 10;give info_target
wait 10;give func_regenerate

wait 20;ent_fire info_target addoutput "targetname mytarget"
wait 20;ent_fire func_regenerate addoutput "StartDisabled 1"
wait 20;ent_fire func_regenerate addoutput "mins -100 -100 -100"
wait 20;ent_fire func_regenerate addoutput "maxs 100 100 100"
wait 30;ent_fire func_regenerate addoutput "solid 2"
wait 30;ent_fire func_regenerate addoutput "spawnflags 1"

wait 30;ent_fire info_target setparent player_me
wait 33;ent_fire func_regenerate setparent mytarget
wait 35;ent_fire func_regenerate enable

wait 40;echo "I love choco so hard!"

If scripting isn't your thing or you are incredibly tired (As I was when he sent this to me).
It creates an info_target which is parented to you (A point in the map which will follow you where ever you go dead or alive) and then creates a func_regenerate box around you which is parented to the info_target (The box will surround you and constantly regenerate your ammo).

Or in simple terms, Constant ammo regeneration.

So, installation instructions...
Copy/Paste the script above into a .cfg file and name it "regen".
Place the new file into tf/cfg
Open a map in TF2
Type into console "exec regen"
Jump.

(May need hurtme, depends on fall damage / multi rockets / stickies)

9
Whatever / OzFortress Winter League Grand Finals
« on: October 19, 2011, 10:49:12 PM »
Australian Ozfortress Winter League (OWL) grand finals are from the 23rd-27th of October.

Divisions:
Division 1 - Pro_Viaduct + Granary + Gravel pit (decider) at 9:30pm Wednesday
IMmunity Intel (iM) vs Rewound (Recently sponsored by Sequential Gaming, SQL)

Division 2 - Gravel pit + Badlands + Pro_Viaduct (decider) at 9:30pm Thursday
Go! vs Shut Your Face Gaming (SYF)

Division 3 - Ashville + Badlands + Gravel pit (decider) at 9pm Tuesday.
Gentlemen's Club (GCâ„¢) vs Untitled

Division 4 - Pro_viaduct + Badlands + Gravel pit at 8pm Monday
Winterfall vs We Few

NOTES!
All times are in AEST times (GMT +11). (Roughly 4-6:30am start for America depending on location)
I am in SYF and will shout out tf2jump! (Also gave tf2jump shout out during semi-finals)
Division 1 is better than division 4.
OWL does not always coincide with Winter, compare it to ESEA in that respect.
iM, Rewound and SYF are sponsored teams.
I put this information up for anyone who gets up early and would like to watch.
STV link should be provided on the front page of http://www.ozfortress.com on the day.

Links!
Division 1 match organisation thread
http://www.ozfortress.com/showthread.php?t=48068

Division 2 match organisation thread
http://www.ozfortress.com/showthread.php?t=48087

Division 3 match organisation thread
http://www.ozfortress.com/showthread.php?t=48048

Division 4 match organisation thread
http://www.ozfortress.com/showthread.php?t=48091

UPDATED: OWL is finished.

10
New Maps / What happens When Raiin has no Internet.
« on: September 24, 2011, 04:24:01 AM »
While I have no internet thanks to Telstra being retarded and touching the cables in my area just because they feel like it, I started making a Demoman map. Depending on how gay Telstra want to be I will make more and more, right this second there are 4 jumps with detail.

GIANT thanks to The Magic Muffin Burglar for his 3 connected AND detailed jumps!

Goals:
1. To have internet...
2. To name jumps after people who were not named in jump_klanana (Scorp, MIKE, RING and nooboon etc).
3. Similar style to jump_klanana, nothing overly long and drawn out.
4. At least 8 jumps, more if the internet doesn't come on for a while.
5. TO HAVE A RACE FOR REWARDS REGARDING THE MAP!

PICS! (In no particular order)
http://imageshack.us/photo/my-images/233/jumpname2.jpg/
http://imageshack.us/photo/my-images/822/jumpname.jpg/

11
Whatever / Is Dead Island Worth It?
« on: September 10, 2011, 01:28:47 AM »
Making this pole because I'm interested in buying this with real money (They wouldn't accept my Monopoly money). I hope I'm not the only person interested.

Pros I've seen. (YouTube)
Looks beautiful.
Friend told me he was in the second act after 10 hours of play, no idea how many 'acts' there are.
Who doesn't like bashing some faces in?

Cons I've seen. (YouTube)
A few odd glitches here and there. Nothing overly bad.
Survivors don't really seem to do anything other than give quests/objectives.
Zombies seem a bit easy to kill, knock them down and then kick the crap out of them until dead...again.

13
Whatever / Come back Wonderland.
« on: May 27, 2011, 09:38:04 AM »
I miss my W.  :'(
Rift is terrible, come back and show us why we love you more than Wonderwall/ww.

14
General Discussion / Drexen and Raiin are bored! Make us jumps!
« on: April 26, 2011, 12:32:00 PM »
More me than Drexen, but still Drexen wants to do this little competition, "we make a small jump, and we each detail it with a specific theme to see what we can do ^^". So make jumps and post them here, first jump we like will be detailed by both of us, the other good jumps I alone will detail when I have time but they will be pretty, after about 12 or so I will release it with the competition jump.

To enter your jump.
Open hammer and make a jump.
upload the .VMF somewhere
post link in this thread and if your jump is picked I will edit this post in order of difficulty (1-12)

There are however a few catches...
1. The jump must be properly tested prior to giving it to us, this includes teleports health and ammo regeneration etc.
2. Keep the grid size to a minimum of 16x16 units! (excluding pogo teleports)
3. Keep them clean.
4. Try to make them fun
5. If a similar jump has already been picked don't make another...
6. No long, drawn out jumps
7. The jump must be designed for Soldier.

Jumps picked... in order of difficulty
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.

Just for incentive, for every jump sent in and used I will detail an ayers2 jump.

15
General Discussion / ausjump is dead
« on: April 26, 2011, 09:01:14 AM »
That's right the only good Australian jump server has died!
Deceiver, the man who payed the bills moved house and is pretty broke at the moment as well as the fact he hasn't got TF2 installed anymore.

SO! what does this mean?
1. AU will forever have shitty jumpers.
2. I won't be taking any of your precious times
3. ??
4. Profit
5. SOMEONE GET WONDERLAND OFF OF RIFT! JESUS FUCK!

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