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Old 12-16-2008, 12:38 AM   #1
RocKwell
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Quick Hammer Questions

1. Anyone know what would cause explosions to disappear in a map? This happened a few days ago in a playtest. Rockets, pipes, nades, etc have no explosions. Happens as soon as I exit the spawn. No complicated entities nearby, just soundscapes and lasers / button.

I get this message in-game in the console, if it has to do with anything:

AddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_origin

2. A lue script that only gives scouts and meds secondary grenades ( Squeek gave me the command for spawing..but I'm a bit of a LUA noob. )

That's about it. Once those things are resolved, map shall be released.
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Old 12-16-2008, 10:27 AM   #2
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Code:
function player_spawn( player_var )
	local player = GetPlayer(player_var)
	if player:GetClass() ~= Player.kMedic and player:GetClass() ~= Player.kScout then
		player:RemoveAmmo( Ammo.kGren2, 4 )
	end
end
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Old 12-16-2008, 01:17 PM   #3
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Woops, my mistake. I meant backpacks that give slot2 grenades to scouts and medics.
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Old 12-17-2008, 04:36 AM   #4
greenday5494
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about the no explosions thing, sometimes it just happens, i think it's part of FF's optimizaton code. it never happens in any other source game i've played except FF
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Old 12-18-2008, 11:53 PM   #5
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Quote:
Originally Posted by greenday5494
about the no explosions thing, sometimes it just happens, i think it's part of FF's optimizaton code. it never happens in any other source game i've played except FF
Same here, but there is definitely something up with certain areas of the map. Funny thing is, I alt tab out the game and when I come back, they reappear for a few minutes. Compiled with no nobuilds, vis, and rad; did the same thing.
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Old 01-02-2009, 11:36 PM   #6
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Any ideas? Anything? The map is 120% done except for these two things. If there are any suggestions, it be extremely helpful. I normally wouldn't bump my own threads, but I've ran out of ideas.
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Old 01-03-2009, 12:06 AM   #7
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Haven't had chance to test this, but it should be close:

Code:
conc_backpack = info_ff_script:new({
	gren2 = 0,
	respawntime = 30,
	touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kBlue, AllowFlags.kRed, AllowFlags.kYellow, AllowFlags.kGreen},
	model = "models/items/backpack/backpack.mdl",
	materializesound = "Item.Materialize",
	touchsound = "Backpack.Touch"
})

function conc_backpack:dropatspawn() return false end

function conc_backpack:touch( touch_entity )
	if IsPlayer( touch_entity ) then
		local player = CastToPlayer( touch_entity )
	
		local dispensed = 0

		if player:GetClass() == Player.kMedic or player:GetClass() == Player.kScout then
			if self.gren2 ~= nil and self.gren2 ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kGren2, self.gren2) end
		
		end
	
		-- if the player took ammo, then have the backpack respawn with a delay
		if dispensed >= 1 then
			local backpack = CastToInfoScript(entity);
			if backpack then
				backpack:EmitSound(self.touchsound);
				backpack:Respawn(self.respawntime);
			end
		end
	end
end

conc_backpack_blue = conc_backpack:new({
	gren2 = 4,
	touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kBlue}
})

conc_backpack_red = conc_backpack:new({
	gren2 = 4,
	touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kRed}
})

I've assumed you wanted them team specific ("conc_backpack_blue" and "conc_backpack_red", and only to dispense grenades. Lemme know if that's not the case and I'll change it.
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Old 01-04-2009, 03:44 AM   #8
shadow
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Code:
-----------------------------------------------------------------------------
-- Conc Pack
-- Gives concs, nothing else.
-- There are two team-specific varieties.
-----------------------------------------------------------------------------

concpack = genericbackpack:new({
	
	gren1 = 0,
	gren2 = 4,
	
	respawntime = 1,
	model = "models/items/backpack/backpack.mdl",
	materializesound = "Item.Materialize",
	touchsound = "Backpack.Touch",
	botgoaltype = Bot.kBackPack_Ammo
})

function concpack:touch( touch_entity )
	if IsPlayer( touch_entity ) then
		local player = CastToPlayer( touch_entity )
		local dispensed = 0
		
		local class = player:GetClass()
		if class == Player.kScout or class == Player.kMedic then
			if self.gren2 ~= nil then dispensed = dispensed + player:AddAmmo(Ammo.kGren2, self.gren2) end
		end
		
		if dispensed >= 1 then
			local backpack = CastToInfoScript(entity);
			if (backpack ~= nil) then
				backpack:EmitSound(self.touchsound);
				backpack:Respawn(self.respawntime);
			end
		end
	end
end

function concpack:dropatspawn() return false end

blue_concpack = concpack:new({
	touchflags = {AllowFlags.kBlue}
})

red_concpack = concpack:new({
	touchflags = {AllowFlags.kRed}
})
taken directly from ff_session.lua
works fine.
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Old 01-05-2009, 08:21 PM   #9
zSilver_Fox
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Quote:
Originally Posted by shadow View Post
Code:
-----------------------------------------------------------------------------
-- Conc Pack
-- Gives concs, nothing else.
-- There are two team-specific varieties.
-----------------------------------------------------------------------------

concpack = genericbackpack:new({
	
	gren1 = 0,
	gren2 = 4,
	
	respawntime = 1,
	model = "models/items/backpack/backpack.mdl",
	materializesound = "Item.Materialize",
	touchsound = "Backpack.Touch",
	botgoaltype = Bot.kBackPack_Ammo
})

function concpack:touch( touch_entity )
	if IsPlayer( touch_entity ) then
		local player = CastToPlayer( touch_entity )
		local dispensed = 0
		
		local class = player:GetClass()
		if class == Player.kScout or class == Player.kMedic then
			if self.gren2 ~= nil then dispensed = dispensed + player:AddAmmo(Ammo.kGren2, self.gren2) end
		end
		
		if dispensed >= 1 then
			local backpack = CastToInfoScript(entity);
			if (backpack ~= nil) then
				backpack:EmitSound(self.touchsound);
				backpack:Respawn(self.respawntime);
			end
		end
	end
end

function concpack:dropatspawn() return false end

blue_concpack = concpack:new({
	touchflags = {AllowFlags.kBlue}
})

red_concpack = concpack:new({
	touchflags = {AllowFlags.kRed}
})
taken directly from ff_session.lua
works fine.
Why can't we just use an info_tf_goal anymore ?
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Old 01-05-2009, 10:54 PM   #10
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Quote:
Originally Posted by zSilver_Fox View Post
Why can't we just use an info_tf_goal anymore ?
Cause then you can't do cool things like dm_squeek.
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