i have many questions....

Like such as the NIPPER
Post Reply
User avatar
LOOK, IT'S ADAM!!!
Posts: 194
Joined: Mon Nov 09, 2009 2:43 pm
Location: SLO, California.

i have many questions....

Post by LOOK, IT'S ADAM!!! » Mon Feb 22, 2010 9:45 pm

but i don't have all of them right now. i'll put up additional questions when i come across them.



i'm working on something that's a bit beyond my skill level and it would be great if i could get some clarification on some things.
  • is there a way to track kills in a map, or at least detect them?
  • what the hell is hinting, and why is it so important?
  • (i forgot my last one)

i'm working on making a new game mode and this is the best place i know of to get help.
"LOOKS LIKE ITS TIME TO CRASH TF4" - fatso
(in response to me whining about how no one is ever on my server)

Image
User avatar
mikeyca
Posts: 304
Joined: Sun Mar 23, 2008 1:49 am
Location: Here

Re: i have many questions....

Post by mikeyca » Tue Feb 23, 2010 3:24 pm

While I'm still learning how to use it, HINTING (from my own understanding, which is still rather limited) is a way of helping the engine figure out how to draw some of the visleafs. If you look at official VALVe maps (especially in L4D), you'll see that they use them all over the place. It's important because it helps optimize the way your map is rendered, which ultimately improves performance. There's a pretty nice YouTube tutorial that briefly explains using them--when I get home from work I'll see if I can find the link.
Troy McClure
STEAM_0:0:16499203
User avatar
Axis Denied
Posts: 1492
Joined: Fri Jun 20, 2008 7:17 pm
Location: Denied

Re: i have many questions....

Post by Axis Denied » Wed Feb 24, 2010 3:33 pm

LOOK, IT'S ADAM!!! wrote: [*]is there a way to track kills in a map, or at least detect them?
I'm totally pulling this out of my ass right now, so I don't know if it'll work if it's even possible, but perhaps you can make the entire map a trigger_multiple and then use a math_counter to count the number of players and if lowers it means that someone died?

Though, there are a lot of things that needs to be taken into account - players joining, leaving etc.




So this probably won't work.
User avatar
NightFantom
fuck you i'm a dragon
<font color=#800000>fuck you i'm a dragon</font>
Posts: 4692
Joined: Wed Oct 07, 2009 6:16 am
Location: Belgium

Re: i have many questions....

Post by NightFantom » Wed Feb 24, 2010 3:43 pm

Axis Denied wrote:
LOOK, IT'S ADAM!!! wrote: [*]is there a way to track kills in a map, or at least detect them?
I'm totally pulling this out of my ass right now, so I don't know if it'll work if it's even possible, but perhaps you can make the entire map a trigger_multiple and then use a math_counter to count the number of players and if lowers it means that someone died?

Though, there are a lot of things that needs to be taken into account - players joining, leaving etc.




So this probably won't work.
maybe if you can set it variable
like =ingameplayers or whatever
like you said:
I'm totally pulling this out of my ass right now
that seems like a huge amount of work for no good reason - joe
or, you know, sarcasm - Neelpos
User avatar
LOOK, IT'S ADAM!!!
Posts: 194
Joined: Mon Nov 09, 2009 2:43 pm
Location: SLO, California.

Re: i have many questions....

Post by LOOK, IT'S ADAM!!! » Wed Feb 24, 2010 6:35 pm

well, that worked, sorta.

i set it up to detect whenever anyone leaves a certain area (the arena). it triggers whenever anyone dies (which is a good thing) but it also triggers whenever anyone switches classes, leaves the game, ect...
"LOOKS LIKE ITS TIME TO CRASH TF4" - fatso
(in response to me whining about how no one is ever on my server)

Image
User avatar
LOOK, IT'S ADAM!!!
Posts: 194
Joined: Mon Nov 09, 2009 2:43 pm
Location: SLO, California.

Re: i have many questions....

Post by LOOK, IT'S ADAM!!! » Thu Feb 25, 2010 2:38 pm

ok, another question. is it possible to make physics objects affect the player and not just pass through? i'm using a func_physbox on a sphere and it just passes through anyone that gets in its way. put it as a parent to an identically sized trigger_hurt, but it only hurts you, it doesn't kick you around.
"LOOKS LIKE ITS TIME TO CRASH TF4" - fatso
(in response to me whining about how no one is ever on my server)

Image
User avatar
NightFantom
fuck you i'm a dragon
<font color=#800000>fuck you i'm a dragon</font>
Posts: 4692
Joined: Wed Oct 07, 2009 6:16 am
Location: Belgium

Re: i have many questions....

Post by NightFantom » Thu Feb 25, 2010 3:07 pm

i've once seen a map with a soccer game on it, a companion cube was the ball
it bumped into you and it moved if you did it enormous amounts of damage or with melee or knockback effects
and if it bumped into you with speed you'd take damage

so i know it's possible, i just don't know how
that seems like a huge amount of work for no good reason - joe
or, you know, sarcasm - Neelpos
User avatar
Avvatar
Veni. Legi. Docuit, inportuna.
Posts: 10183
Joined: Fri Feb 21, 2003 3:58 am
Location: San Jose

Re: i have many questions....

Post by Avvatar » Sun Mar 14, 2010 7:36 am

LOOK, IT'S ADAM!!! wrote:ok, another question. is it possible to make physics objects affect the player and not just pass through?
Check the flags.
Image
ayeyah
Posts: 5046
Joined: Fri Mar 12, 2004 10:36 pm
Location: =)

Re: i have many questions....

Post by ayeyah » Mon Mar 15, 2010 3:39 pm

Old, but...

Hinting is a way of forcefully splitting faces (and thus, creating more polys) in hopes that the engine will use the split as a new cutoff point for rendering. e.g. say you're in a complex outdoor environment, and you had a long complex indoor hallway that you can't physically see, but is still being rendered by the engine, and is thus creating a framerate hit (you can see if its being rendered by going into wireframe mode in-game). In other words, you're rendering two expensive scenes at the same time, even though you can only physically see one of them at the moment. If you create the hint brush properly, the engine will chop off the hallway from being rendered until you're close enough to need to see it (and vice versa: from inside the hallway, it might prevent most of the outside from being rendered). The risky bit is that by splitting faces, you are actually increasing your face count, so if done improperly, it could lag more (though I imagine this isn't as big of a deal in Source-engine games).

This isn't something that you really need to worry about unless your framerate stutters in certain areas of your map, or unless you are really OCD about optimizing your map down to the last detail.
STEAM_0:0:2611885
User avatar
LOOK, IT'S ADAM!!!
Posts: 194
Joined: Mon Nov 09, 2009 2:43 pm
Location: SLO, California.

Re: i have many questions....

Post by LOOK, IT'S ADAM!!! » Mon Mar 22, 2010 10:36 pm

thanks for all of your help. but now i have more questions.

i'm making a gamemode which incorporates many different gamemodes together in a sort of coliseum/gladiator pit deal. i have it all figured out, every time a team completes an objective, points are added to that team's score, same with killing enemies, but not as many points.

i am trying to get the score to be displayed through a payload race HUD. only i can't get the HUD to show. i have 2 carts outside the map which are "pushed" by certain events for certain amounts of time. i have the tf_logic_multiple_escort entity, i don't know what else i need though. i tired looking at the prefab gamemodes on tf2maps.net, but all i need is the HUD parts and it's kind of hard to pick them out.
"LOOKS LIKE ITS TIME TO CRASH TF4" - fatso
(in response to me whining about how no one is ever on my server)

Image
User avatar
Eviltechie
Happiness Committee
<b>Happiness Committee</b>
Posts: 4720
Joined: Fri Aug 21, 2009 1:48 am

Re: i have many questions....

Post by Eviltechie » Tue Mar 23, 2010 4:47 pm

20:37 <@mbaxter> !crepe
20:37 <@creeper> mbaxter eats a delicious crepe. Suddenly, SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS *KABLOOEY*
20:37 -!- mbaxter was kicked from #minecraft by creeper [Creeper Crepe]
Snugglebear wrote:Not everyone has a conscience.
Avvatar wrote:Welcome to joe.to. Where the men are men, the women are ogled, the children are mocked and we're all assholes. Donate up top.
01:35 <@TheNewt> the game ends when everyone quits

User avatar
LOOK, IT'S ADAM!!!
Posts: 194
Joined: Mon Nov 09, 2009 2:43 pm
Location: SLO, California.

Re: i have many questions....

Post by LOOK, IT'S ADAM!!! » Tue Mar 23, 2010 5:01 pm

yeah, i have two of them, one for each train. i have a cp associated with each path, and the cp and paths are both linked to the watcher. i have a gamerules entity to set the HUD (tried both default and payload parameters, niether worked)
"LOOKS LIKE ITS TIME TO CRASH TF4" - fatso
(in response to me whining about how no one is ever on my server)

Image
User avatar
LOOK, IT'S ADAM!!!
Posts: 194
Joined: Mon Nov 09, 2009 2:43 pm
Location: SLO, California.

Re: i have many questions....

Post by LOOK, IT'S ADAM!!! » Tue Mar 23, 2010 6:56 pm

actually, scratch that, got it working.

now i just need to make a koth map from scratch so it'll do what i want it to.
"LOOKS LIKE ITS TIME TO CRASH TF4" - fatso
(in response to me whining about how no one is ever on my server)

Image
Post Reply