Greetings!
I have decided to start making some Urban Terror maps. I have found the tutorials on Map Depot helpful but wish there were more.
I have a couple of questions. Please forgive me if they have been answered previously, but I was unable to find them in the forums.
1.) How do you create elevators? I don't mean just platforms that go up and down. I'm talking about elevators like the ones in ut_uptown and ut_precinct, where you can select a floor for the elevator to stop at.
2.) How do a make an auto-sentry? I've read another articles about auto-sentries and it refers to a Mr. Sentry bot. However, I'm unable to find out anymore information on it and can't seem to locate the information in Radiant.
Thanks for you help. And thanks to all the current mappers out there! I've really enjoyed the maps!
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Same ol' questions, I'm sure...
#2
Posted 26 May 2005 - 05:51 AM
As for 2.
Mr Sentry
by Dragonne - from the def file
-------- KEYS --------
team : Team that Mr. Sentry belongs to. Will eliminate opposing team members within range (SEE NOTES). ("red" or "blue")
angle : Inital and idle angle for the turret. Generally point this at or near the Spawn Room doors for highest effectiveness.
gametype : gametypes to have Mr. Sentry appear in, list types in this format: 01234
Mr. Sentry is designed to be used in conjunction with CTF Spawn Rooms (see the Notes on the func_door entity) to prevent enemy team players from surviving if they enter the opposing team's spawn room. Even though the properly set up doors will generally prevent this, Mr. Sentry also has one other function. It will kill any Flag Carrier that enters it's range no matter what team that player is on. This will prevent players from grabbing the flag and retreating the the complete safety of their Spawn Room and waiting out the rest of the map time with the flag.
For the anti-flag-camp feature to work properly, the entire spawn room must be enclosed with a 'nodrop' (a brush with the 'nodrop' texture on all sides). If this brush (or group of brushes) isn't placed, then Mr. Sentry will kill the Flag Carrier, and the flag will remain at that location, which is bad.
Mr Sentry
by Dragonne - from the def file
-------- KEYS --------
team : Team that Mr. Sentry belongs to. Will eliminate opposing team members within range (SEE NOTES). ("red" or "blue")
angle : Inital and idle angle for the turret. Generally point this at or near the Spawn Room doors for highest effectiveness.
gametype : gametypes to have Mr. Sentry appear in, list types in this format: 01234
Mr. Sentry is designed to be used in conjunction with CTF Spawn Rooms (see the Notes on the func_door entity) to prevent enemy team players from surviving if they enter the opposing team's spawn room. Even though the properly set up doors will generally prevent this, Mr. Sentry also has one other function. It will kill any Flag Carrier that enters it's range no matter what team that player is on. This will prevent players from grabbing the flag and retreating the the complete safety of their Spawn Room and waiting out the rest of the map time with the flag.
For the anti-flag-camp feature to work properly, the entire spawn room must be enclosed with a 'nodrop' (a brush with the 'nodrop' texture on all sides). If this brush (or group of brushes) isn't placed, then Mr. Sentry will kill the Flag Carrier, and the flag will remain at that location, which is bad.
#3 Guest_whocallmetim
Posted 26 May 2005 - 08:00 AM
Hey, thanks a lot. Finally found it. Apparently the .def file I downloaded was outdated as Mr. Sentry wasn't in it. I extracted the one from zQ3UT32.pk3 and everything works all right.
Although I have another question. I created a rotating door as per MidgetKiller's tutorial on Map Depot and the door works but when it opens and closes, it goes on for about 45 degrees before righting itself and becoming flush with the doorway or open at a 90 degree angle. You wouldn't by chance happen to know why would you? And my q3map2 compiler informs me that my entity is leaking but I'm not too sure as to why. It has something to do with the door since the error goes away if I remove it.
Thanks again.
Although I have another question. I created a rotating door as per MidgetKiller's tutorial on Map Depot and the door works but when it opens and closes, it goes on for about 45 degrees before righting itself and becoming flush with the doorway or open at a 90 degree angle. You wouldn't by chance happen to know why would you? And my q3map2 compiler informs me that my entity is leaking but I'm not too sure as to why. It has something to do with the door since the error goes away if I remove it.
Thanks again.
#4
Posted 26 May 2005 - 08:11 AM
I don't fully understand what happens from your description but make sure the origin brush is really sitting where a real hinge would be on a door and it will work fine.
The leak occurs if the origin brush in part or fully is inside a structural brush, in this case mostly likely the wall around the door. Unless the compile stops it's not a critical leak but to get rid of it make the origin brush sit snug against the wall.
cheers
The leak occurs if the origin brush in part or fully is inside a structural brush, in this case mostly likely the wall around the door. Unless the compile stops it's not a critical leak but to get rid of it make the origin brush sit snug against the wall.
cheers
#5 Guest_whocallmetim
Posted 26 May 2005 - 10:53 PM
See if the image below helps clarify my door problem. The dotted red line is my door and hinge (after your assistance with the hinge, which did solve the leak). The green lines represent where I believe the door should stop after opening and closing. The blue line represents where the door opens and closes to before "springing" back to the green line.
And again, I have another question. What texture should I use to make breakable glass?
And again, I have another question. What texture should I use to make breakable glass?
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#9 Guest_luniaq
Posted 30 May 2005 - 09:44 AM
huh are you sure you have done enough investigation for tutorials...I mean I got like 50 links and printed out more than 300pages of tuts and tricks!! not to be rude or so...but try harder!
greets
ps:
--------------------------------------------------------------------------------
General Radiant tutorials:
http://www.planetqua...ials/index.html
http://planetquake.c...ba/mapping.html
Sweetnutz tutorials from 6th floor in function with all images:
http://www.twisted-s...m/ut_tutorials/
A pretty complete Terragen tutorial for making skyboxes (images can load slow)
http://www.map-revie...orial_view&id=2
The voodoo of hint brushes explained (to a degree)
http://www.spunkmonk...e.com/smtut.htm
http://fps.brainerd....hintbrushes.htm
The lastest version of Q3map2 Shader Manual
http://shaderlab.com.../shader_manual/
The Q3map2 support forum moderated by ydnar, maker of Q3map2
http://www.splashdam...80c07a8bd97177c
A nice collection of photo-realistic textures (need to register for download)
http://www.planetquake.com/subverse/
2secs for this info from codey for example!
greets
ps:
--------------------------------------------------------------------------------
General Radiant tutorials:
http://www.planetqua...ials/index.html
http://planetquake.c...ba/mapping.html
Sweetnutz tutorials from 6th floor in function with all images:
http://www.twisted-s...m/ut_tutorials/
A pretty complete Terragen tutorial for making skyboxes (images can load slow)
http://www.map-revie...orial_view&id=2
The voodoo of hint brushes explained (to a degree)
http://www.spunkmonk...e.com/smtut.htm
http://fps.brainerd....hintbrushes.htm
The lastest version of Q3map2 Shader Manual
http://shaderlab.com.../shader_manual/
The Q3map2 support forum moderated by ydnar, maker of Q3map2
http://www.splashdam...80c07a8bd97177c
A nice collection of photo-realistic textures (need to register for download)
http://www.planetquake.com/subverse/
2secs for this info from codey for example!
#10 Guest_whocallmetim
Posted 31 May 2005 - 08:52 AM
Thanks for the links. I didn't use a search engine if that's what you mean. I basically started on Map Depot and followed links. The only one I found that you had in your list was Sweetnutz' mapping tutorials. I also found a link to F.P.S. which had several links similiar to the PlanetQuake QWorkshop page you had listed.
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