A few questions about mapping
Quote from Tyronis3 on January 6, 2012, 7:20 pmI'm a pretty new mapper and have released a WIP of a map a while ago. I've been doing some more work on the map but I don't know how to continue.
I have a few questions that I need answers to in order to finish my map.
How can I make an info_target more exact? At the moment, the player can move slightly in mid air and miss the spot I want them to land.
How can I rotate brushes in-game? I want some brushes, a faithplate, and some triggers to rotate when a player presses a button.
I will probably ask some more questions here when I need more help.
Thanks for any assistance you can provide.
I'm a pretty new mapper and have released a WIP of a map a while ago. I've been doing some more work on the map but I don't know how to continue.
I have a few questions that I need answers to in order to finish my map.
How can I make an info_target more exact? At the moment, the player can move slightly in mid air and miss the spot I want them to land.
How can I rotate brushes in-game? I want some brushes, a faithplate, and some triggers to rotate when a player presses a button.
I will probably ask some more questions here when I need more help.
Thanks for any assistance you can provide.
Quote from Lpfreaky90 on January 6, 2012, 7:31 pmTyronis3 wrote:I'm a pretty new mapper and have released a WIP of a map a while ago. I've been doing some more work on the map but I don't know how to continue.I have a few questions that I need answers to in order to finish my map.
How can I make an info_target more exact? At the moment, the player can move slightly in mid air and miss the spot I want them to land.
If you're using an info_target for a faithplate you can set the "air control suppression time" to a value grater than zero so player movement is suppressed for the time set.
Tyronis3 wrote:How can I rotate brushes in-game? I want some brushes, a faithplate, and some triggers to rotate when a player presses a button.Parent them to a func_door_rotating, even objects that don't have a parent option can be parented, just disable smart edit and add a Parent parameter, with the value name of your func_door_rotating.
Tyronis3 wrote:I will probably ask some more questions here when I need more help.Thanks for any assistance you can provide.
That's where these forums are for ^^
Happy to help
I have a few questions that I need answers to in order to finish my map.
How can I make an info_target more exact? At the moment, the player can move slightly in mid air and miss the spot I want them to land.
If you're using an info_target for a faithplate you can set the "air control suppression time" to a value grater than zero so player movement is suppressed for the time set.
Parent them to a func_door_rotating, even objects that don't have a parent option can be parented, just disable smart edit and add a Parent parameter, with the value name of your func_door_rotating.
Thanks for any assistance you can provide.
That's where these forums are for ^^
Happy to help ![]()
Quote from CaretCaret on January 6, 2012, 10:12 pmlpfreaky90 wrote:even objects that don't have a parent option can be parented, just disable smart edit and add a Parent parameter
Why didnt I know this?
Why didnt I know this?
"I hear voices. But I ignore them and I just carry on killing."
Quote from Spam Nugget on January 6, 2012, 10:15 pmA better question is why isnt parent a default keyvalue for everything....
A better question is why isnt parent a default keyvalue for everything....

I think in terms of boolean variables. Generally, it makes things easier.
Quote from CaretCaret on January 6, 2012, 10:27 pmDamn orphans...
Damn orphans...
"I hear voices. But I ignore them and I just carry on killing."
Quote from YM_Industries on January 7, 2012, 1:33 amCaretCaret wrote:Damn orphans..._________________________________________________________________________________________
...and then the white man came.I'm confused... Damn signatures...
_________________________________________________________________________________________
...and then the white man came.
I'm confused... Damn signatures...
Quote from Rand0mNumbers on January 7, 2012, 2:37 amCaretCaret wrote:lpfreaky90 wrote:even objects that don't have a parent option can be parented, just disable smart edit and add a Parent parameter
Why didnt I know this?
If in doubt, start the game, open the console and type 'ent_info <entity class>' (ex: ent_info prop_weighted_cube). That will give you a list of all engine supported i/o. No, this doesn't show keyvalues, but certain i/o are bundled in base.fgd along with their respective keyvalues (example: SetParent support means you can have the 'parentname' keyvalue). I used this to edit my fgds to make Hammer allow sending Skin and Color inputs to Cubes, Buttons, and Turrets as well as enable the second color picker in the I/O panel for parameters (parenting only).
Why didnt I know this?
If in doubt, start the game, open the console and type 'ent_info <entity class>' (ex: ent_info prop_weighted_cube). That will give you a list of all engine supported i/o. No, this doesn't show keyvalues, but certain i/o are bundled in base.fgd along with their respective keyvalues (example: SetParent support means you can have the 'parentname' keyvalue). I used this to edit my fgds to make Hammer allow sending Skin and Color inputs to Cubes, Buttons, and Turrets as well as enable the second color picker in the I/O panel for parameters (parenting only).



