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Sentrex

Public Tutorial Requests

45 posts in this topic

I felt like creating this thread because recently I've had a large number of people asking me for help on mapping, since this has become part of my role/routine I thought I may as well make the most of it and make everything public so more than 1 person can learn from it.

Granted im not the best mapper around but I feel as though I can comfortably do most advanced things and not meaning to be cocky but I'm fairly good with GSC.

So, if you need help with something please ask here and I'll make a tutorial for everyone to see. The requests can be as specific as you want, eg. "I need this certain trap to do this certain thing". I'll do my best.

Please no one post anything silly like "how do I script for cod4" or "how to make a map". I also ask not to ask for modelling/rigging tutorials since I'm not fully comfortable with the tools yet.

Will aim to keep a turn around of no more than a few days for each tutorial!

Thanks for reading this, I hope I can help as many of you as possible!

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How can I make pacman stop chasing after my superman's waving hips? ;)

Anyways, good that you're helping nubs out

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Map loading screens!! It's annoying seeing maps without them and I can't get my loading screens to work either :(

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Using arrays to create multiple brushes to turn in the same motion at individual / same time:

 

Like this:

 

 

4d8bd15e28268437fc1272bb933b7995.png

 

Not this: (NOTE: The middle one being the centre axis it spins off if you get what I mean)

 

 

9f3003b0fa67716e9d47889ff68ce133.png

 

 

thanks pal hope you find my dandy diagrams helpful :wub:

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If you know how and/or have the time could you possibly make a tutorial on how to have effects as traps. Such as when the activator activates a certain trap, fire comes up from the ground and kills the jumpers instantly. I have an idea just not a 100 percent sure and could use some explanation on it. If you could, I'd greatly appreciate it  :wub:

 

Having fire coming out of something like this is what I'm wanting to do: http://gyazo.com/6e2ce718273a139169271230fe9147c0

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If you know how and/or have the time could you possibly make a tutorial on how to have effects as traps. Such as when the activator activates a certain trap, fire comes up from the ground and kills the jumpers instantly. I have an idea just not a 100 percent sure and could use some explanation on it. If you could, I'd greatly appreciate it  :wub:

 

Having fire coming out of something like this is what I'm wanting to do: http://gyazo.com/6e2ce718273a139169271230fe9147c0

Step 1: Create origin for where you want fire to kill jumpers.

Step 2: PlayFX on origin on trigger activation.

Step 3: Place hurt trigger under platform (with the same area that the fires will burn).

Step 4: On trigger activation link the trigger to a noclipnodraw brushmodel and move it up around where the origin is.

Step 5: Watch them suckas burn.

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Step 1: Create origin for where you want fire to kill jumpers.

Step 2: PlayFX on origin on trigger activation.

Step 3: Place hurt trigger under platform (with the same area that the fires will burn).

Step 4: On trigger activation link the trigger to a noclipnodraw brushmodel and move it up around where the origin is.

Step 5: Watch them suckas burn.

Or you can use:

 

variable maps\mp\_utility::triggerOff();

 

variable maps\mp\_utility::triggerOn();

 

(For the death brushes instead of linking them to origins etc).

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Step 1: Create origin for where you want fire to kill jumpers.

Step 2: PlayFX on origin on trigger activation.

Step 3: Place hurt trigger under platform (with the same area that the fires will burn).

Step 4: On trigger activation link the trigger to a noclipnodraw brushmodel and move it up around where the origin is.

Step 5: Watch them suckas burn.

 

I got it to work but now I want the effect to stop after a certain time but can't figure out how to do that. 

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I got it to work but now I want the effect to stop after a certain time but can't figure out how to do that. 

 

Make the fx a level, then delete the level after using a wait command or something.

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Make the fx a level, then delete the level after using a wait command or something.

 

Didn't work, still can't figure it out  :unsure:

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trigger = getEnt( "trigname", "targetname" );
hurt = getEnt( "hurt_trig", "targetname" );
effect = spawnFX( level.fxname, position.origin );

trigger waittill( "trigger", user );
triggerFX( effect );
hurt moveZ( 100, 0.01 );
while( 1 )
{
	wait 5;
	effect hide();
	hurt moveZ( -100, 0.01 );
	wait 5;
	effect show();
	hurt moveZ( 100, 0.01 );
}

You're welcome.

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Thanks  ;) but I'm confused about this line: 

effect = spawnFX( level.fxname, position.origin );

I'm unclear on the position.origin part of it. 

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Thanks  ;) but I'm confused about this line: 

effect = spawnFX( level.fxname, position.origin );

I'm unclear on the position.origin part of it. 

It's the same as playFX

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Would it be something like this? 

effect = spawnFx(level.burn, 0.05, (12224, 1232, -376));

Because I got a script runtime error saying type float is not a vector. 

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Isn't this easier?... without making a postion of a origin.

playFx(level.NameOfAsound,NameOfOrigin.origin);

The whole script of a trap of my map (peaceful map)

 

 

woodstrap() //Thanks to Poyser's help
{
    trig = getEnt( "explodenwoods_trig", "targetname" );
explodenwoods = getEnt( "explodenwoods", "targetname" );
removec4 = getEnt( "removec4", "targetname" );
removec42 = getEnt( "removec42", "targetname" );
removec43 = getEnt( "removec43", "targetname" );
removec44 = getEnt( "removec44", "targetname" );
removec45 = getEnt( "removec45", "targetname" );
removec46 = getEnt( "removec46", "targetname" );
exp = getent ("exp" ,"targetname"); //origin of explo
sound = getEnt( "exp_sound", "targetname" );//trigger_multiple
trig setHintString("^1Explode^7!");
trig waittill("trigger", user);
trig setHintString("^2Activated!");
playFx(level.cobrapilot_vehicle_explosion,exp.origin);
sound playsound("artillery_impact");
EarthQuake( 2.3, 2.3, exp.origin, 3100 );
wait .5;
explodenwoods delete();
removec4 delete();
removec42 delete();
removec43 delete();
removec44 delete();
removec45 delete();
removec46 delete();
}
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ff04d3c5efd25b8cfaa5e46c69d622da.png4e565e062513b9b0cf8a719b269962ef.png

 

Let's see which looks 'easier'...

 

Also yours isn't even what he wants to do, learn to read for goodness sake. Please Bosnian.. This is why you get downvotes. You have no clue what you're talking about, the script is almost definitely copied so please just stop and leave it to people that know what they're talking about. It's getting ridiculous now. 

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"Thanks to poyser for help"

>poyser
>the guy that take scripts out of other people maps and claim them as his own

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

source: he did it to one of my maps :dave:

 

wouldn't surprise me that bosnian one is so long, can make it much shorter with arrays :dumb:

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"Thanks to poyser for help"

>poyser

>the guy that take scripts out of other people maps and claim them as his own

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

source: he did it to one of my maps :dave:

 

wouldn't surprise me that bosnian one is so long, can make it much shorter with arrays :dumb:

 

I gave sort of credit for helping me out..

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ff04d3c5efd25b8cfaa5e46c69d622da.png4e565e062513b9b0cf8a719b269962ef.png

 

Let's see which looks 'easier'...

 

Also yours isn't even what he wants to do, learn to read for goodness sake. Please Bosnian.. This is why you get downvotes. You have no clue what you're talking about, the script is almost definitely copied so please just stop and leave it to people that know what they're talking about. It's getting ridiculous now. 

 

If you could be less cocky, explain to me atleast why yours/others way are easier. Because I ain't using coordinates for a Origin thats why I'm thinking its easier.

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Simple, mine does what he asked for, yours doesn't.

 

I went to the effort of writing a script for him that does exactly what he wants, you copy and pasted an irrelevant script that does nothing near what he wants and did even bother to remove the things that aren't related in the slightest. If you are even slightly capable of reading then you would also notice that I used a variable for the effect and a script origin.

 

I may be coming off strongly here, but this is because a countless number of times you've tried to 'help' people when you have no idea in the slightest what you're actually saying. It's really getting on my nerves. Before you post, read what the person wants and post something relevant instead of some random script that doesn't even do what he asked for.

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Simple, mine does what he asked for, yours doesn't.

 

I went to the effort of writing a script for him that does exactly what he wants, you copy and pasted an irrelevant script that does nothing near what he wants and did even bother to remove the things that aren't related in the slightest. If you are even slightly capable of reading then you would also notice that I used a variable for the effect and a script origin.

 

But he wanted a FX what kills someone right ? or the coordinates are for more "realistic" things ? And yes I copied and paste it from my GSC..

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