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A few questions about mapping

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.

Tyronis3 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 :)

lpfreaky90 wrote:
even objects that don't have a parent option can be parented, just disable smart edit and add a Parent parameter

:shock: Why didnt I know this?

12 Angry Tests
"I hear voices. But I ignore them and I just carry on killing."

A better question is why isnt parent a default keyvalue for everything....

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I think in terms of boolean variables. Generally, it makes things easier.

Damn orphans...

12 Angry Tests
"I hear voices. But I ignore them and I just carry on killing."
CaretCaret wrote:
Damn orphans...

_________________________________________________________________________________________
...and then the white man came.

I'm confused... Damn signatures...

Turrets, not tourettes. Only people with tourettes say that.

My Work:
FLAMING LEMONS
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FUNRUN - COMING SOON
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CaretCaret wrote:
lpfreaky90 wrote:
even objects that don't have a parent option can be parented, just disable smart edit and add a Parent parameter

:shock: 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).