Digital Paint Discussion Board

Development => Mapping => Topic started by: mik1 on March 13, 2007, 03:20:24 PM

Title: bsp help
Post by: mik1 on March 13, 2007, 03:20:24 PM
how to make shoot to active buttons? and are they able to move?
Title: Re: bsp help
Post by: jitspoe on March 13, 2007, 03:51:57 PM
I'm sorry, but I don't understand what you're asking.

Edit: Ok, I get what you're asking now.  You can make buttons shootable by giving them a health value.  Just "health" "1" should do the trick.  As for movement, I think "lip" controls how far buttons move, and angle controls the direction.  Note that lip isn't the distance the button moves, but how much is left over after it moves.
Title: Re: bsp help
Post by: mik1 on March 14, 2007, 07:53:34 AM
thank you if i make heath 2 do it need 2 shots?
Title: Re: bsp help
Post by: jitspoe on March 14, 2007, 02:36:53 PM
I think 100 is the damage a paintball does, so you'd need to make the health 200 to take 2 shots.  Experiment with it.
Title: Re: bsp help
Post by: mik1 on March 18, 2007, 03:01:06 PM
how do i make: press button, train goes road, press button, repeat
Title: Re: bsp help
Post by: jitspoe on March 19, 2007, 01:42:44 PM
Try doing a google search for quake2 func_train tutorial.  I'm not sure if they can be triggered by buttons or not.  If the train only needs to go in one direction, you could use something like a func_door, which I know works with buttons.
Title: Re: bsp help
Post by: mik1 on April 03, 2007, 01:55:36 PM
how to make flashing lights?
Title: Re: bsp help
Post by: jitspoe on April 03, 2007, 06:46:16 PM
Flashing lights should be avoided because they can cause severe framerate hits on some video cards.  However, to use them, you need to use a lighting style.   This can only be used with "light" entities (not light emitting surfaces).

http://www.gamedesign.net/node/27
Title: Re: bsp help
Post by: mik1 on April 07, 2007, 02:19:46 AM
how to make players automatically have equipment?
Title: Re: bsp help
Post by: Eiii on April 07, 2007, 02:31:07 AM
"GiveGun" "(value)"
"GiveHopper" "(value)"
"GiveAmmo" "(value)"
"GiveBarrel" "(value)"
"GiveCO2" "(value)"
"LoadedCO2" "(value)"

This is all in the help file, though. Look there before consulting us.
Title: Re: bsp help
Post by: Caboose on April 18, 2007, 06:37:37 PM
Flashing lights should be avoided because they can cause severe framerate hits on some video cards.  However, to use them, you need to use a lighting style.   This can only be used with "light" entities (not light emitting surfaces).

http://www.gamedesign.net/node/27
I've read through this (http://www.gamedesign.net/node/27) but I do not understand.
Title: Re: bsp help
Post by: jitspoe on April 18, 2007, 07:52:10 PM
Set "style" to a number from 1 to 11 in the "light" entity, and it will have one of the effects listed on that page.
Title: Re: bsp help
Post by: Caboose on April 20, 2007, 02:57:36 PM
By style you mean the strobes and stuff?
I also don't understand the colors either.
Title: Re: bsp help
Post by: jitspoe on April 20, 2007, 04:24:26 PM
By "style", I mean add a key called "style" to your "light" entity with a value anywhere from "1" to "11".  Depending on what value you put in there, it will give you a different effect.
Title: Re: bsp help
Post by: Caboose on April 20, 2007, 04:25:25 PM
Ok now how do you change the colors?
Title: Re: bsp help
Post by: jitspoe on April 20, 2007, 07:23:34 PM
Ok now how do you change the colors?

http://dplogin.com/forums/index.php?topic=5896.0
Title: Re: bsp help
Post by: Caboose on April 20, 2007, 09:56:02 PM
Thanks

Ok so I've entered "style" "4" then "_color" "0.000000 1.000000 0.000000", and then exported it in the qbsp vis rad.bat. It didn't work. Did I do something wrong?
Title: Re: bsp help
Post by: mik1 on April 21, 2007, 01:33:06 PM
how do i make that you have always press button to move train?
Title: Re: bsp help
Post by: mik1 on April 23, 2007, 10:16:23 AM
how do i make plant?
Title: Re: bsp help
Post by: Zorchenhimer on April 23, 2007, 10:23:31 AM
how do i meke plant?

Like this one?
Title: Re: bsp help
Post by: jitspoe on April 24, 2007, 01:24:46 PM
Thanks

Ok so I've entered "style" "4" then "_color" "0.000000 1.000000 0.000000", and then exported it in the qbsp vis rad.bat. It didn't work. Did I do something wrong?
You put those in a "light" entity, right?  Is it emitting light at all?  Note that your map needs to be sealed for the compile process to work properly.  If you see "*** leaked ***" while it's compiling, then lighting won't work correctly.
Title: Re: bsp help
Post by: mik1 on April 25, 2007, 01:22:43 AM
how do i meke plant?

Like this one?
yes so how do i make that?
Title: Re: bsp help
Post by: Zorchenhimer on April 25, 2007, 08:11:46 AM
Use a func_model entity:
Title: Re: bsp help
Post by: Caboose on May 20, 2007, 02:37:06 PM
How many models are there?
Title: Re: bsp help
Post by: Zorchenhimer on May 20, 2007, 07:36:31 PM
Not many. You got the plant, paint splats, the weapons/items (ammo, barrels, etc.), the pong ball, and old flag models (I think they are the old ones at least). If you want any more you have to make them yourself. Oh, and if you want to use the player model, like in my Ice Man (http://dplogin.com/forums/index.php?topic=5705.0) thing, copy/paste everything over to the "\pball\models" directory so you don't get the "You're using modified content" warning.
Title: Re: bsp help
Post by: Caboose on May 21, 2007, 02:26:54 PM
Ice Man? What is that?
Title: Re: bsp help
Post by: jitspoe on May 21, 2007, 02:28:59 PM
Click on the link. :P
Title: Re: bsp help
Post by: Caboose on May 21, 2007, 02:46:08 PM
So how exacly would you make a model?
I mean you need a program right?