[CS:GO] func_vehicle progress
Re: [CS:GO] func_vehicle progress
it would be neat to see some 1.6 car maps ported to go in the future... Although that would be pretty damn difficult. Still, the mere idea of ow_cc_go brings a smile to my face.
Re: [CS:GO] func_vehicle progress
Not difficult at all, especially if NIPPER has the orig files for it 9/10 car maps I wanted to port over were his, so I didn't want to touch those.
Re: [CS:GO] func_vehicle progress
Good point. I made a car map a while back that, from what I heard from the people I tested it with, was pretty good. I may consider porting that to csgo (Although I've already got an abstract type thing going on so one thing at a time.Spherix wrote:Not difficult at all, especially if NIPPER has the orig files for it 9/10 car maps I wanted to port over were his, so I didn't want to touch those.
Re: [CS:GO] func_vehicle progress
One of the issues I ran into in my little test map was that my second car wouldn't move the player with it, like I was stuck in place and was remote controlling the second car.
Re: [CS:GO] func_vehicle progress
I've had similar issues where upon pressing a move key in a vehicle, The vehicle sinks into the ground and leaves you stuck there.NIPPER wrote:One of the issues I ran into in my little test map was that my second car wouldn't move the player with it, like I was stuck in place and was remote controlling the second car.
Re: [CS:GO] func_vehicle progress
Make sure the player is being parented to the car/button and it's movetype is being set to '2' (and undo that upon exit). All the cars in the prefab should contain that logic. If I make new cars, I usually copy a fully working one into a separate VMF and open that with notepad++ or the likes to quickly rename all the entity spaghettiNIPPER wrote:One of the issues I ran into in my little test map was that my second car wouldn't move the player with it, like I was stuck in place and was remote controlling the second car.
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Re: [CS:GO] func_vehicle progress
Is there any progress on this? I'd hate to have this sort of thing die out. I loved the CS 1.6 cars, and was sad to see the CS 1.6 community slowly die out.
- Neelpos
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Re: [CS:GO] func_vehicle progress
Sounds to me like a feature for an RC map, can other players still sit in the car? Play around with it enough to get it to function properly and have yourself a wacky race.NIPPER wrote:One of the issues I ran into in my little test map was that my second car wouldn't move the player with it, like I was stuck in place and was remote controlling the second car.
kingscrub wrote:HEY NEELPOS WHY DONT YOU SHOVE THAT RETARDED SMILEYFACE AVATAR UP YOUR ASS.
Re: [CS:GO] func_vehicle progress
Agreed, I would love to get a match on the old 1.6 Nipper server...... I don't want to stray from the func_vehicle talk, though, which is why I shall now bring up another error I've been having with vehicles (in 1.6 not csgo.) I tried creating a new vehicle and when i compiled it said that an entity I had created was outside of the map. The vehicle was definately inside the map, though. Is there something I am doing incorrectly? I have two path_tracks, the origin block, func_vehiclecontrols, and everythingRocket Gordon wrote:I loved the CS 1.6 cars, and was sad to see the CS 1.6 community slowly die out.
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Re: [CS:GO] func_vehicle progress
I'm also a mapper for CSGO. Perhaps I could make tracks for you guys so you can add the vehicles yourself?
Also, another idea worth mentioning, what if we were to add a custom brush entity kind of like func_tracktrain except you control it? Is that even possible? It would allow for fun ideas like floating helicopters and stuff.
Also, another idea worth mentioning, what if we were to add a custom brush entity kind of like func_tracktrain except you control it? Is that even possible? It would allow for fun ideas like floating helicopters and stuff.
Re: [CS:GO] func_vehicle progress
Possible, sure. Several issues arise with that concept though. We want this to function in a way that requires no downloading other than the .bsp file and easy enough for a casual mapper to figure out how it all works.Rocket Gordon wrote:a custom brush entity kind of like func_tracktrain except you control it? Is that even possible?
Basically what we're doing is utilizing entities already implemented to create a player controlled vehicle.
I have no intention on dropping the progress I've made so far, I just don't have time to work on it because the semester is winding down and finals are coming up.
Re: [CS:GO] func_vehicle progress
Too much silence in this thread.
- Chaos Wake
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Re: [CS:GO] func_vehicle progress
Definitely.
Re: [CS:GO] func_vehicle progress
I'll take the lead and port over demolition_derby2 over to CS:GO, let NIPPER decide if he wants it on the joe.to server or anywhere else for that matter, as I wont release his maps by myself.
Re: [CS:GO] func_vehicle progress
The map was basically a big square, why not just make an all new map with the same theme?