those simple questions thread...

Any aspects of level design for the Source engine.

Re: those simple questions thread...

Postby stoopdapoop on Mon May 28, 2012 3:44 am

sounds like you've got it figured out.

and yeah, some ram does get used for models, and framebuffers and stuff like that, but you're fine.

Even if you do go over your budget by a little, a couple of swaps won't kill you.
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Re: those simple questions thread...

Postby Major Banter on Wed May 30, 2012 10:42 pm

Is there any quick and easy way to increase the Combine soldier's range? They currently just charge a position just to be able to get a shot in.
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Re: those simple questions thread...

Postby joe_rogers_11155 on Wed May 30, 2012 11:28 pm

@banter: there should be a flag to allow engagements at long range. I think it is called "Long visibility / shoot". I use it in my 99 Bolts maps to create a larger, more dynamic battlefield. Beware that if this is used, the Combine will start shooting the instant they see the player, in addition to their tactical variant (normal, passive-aggressive (30ft limit), super-aggressive (always advancing)). Therefore, do not turn this on for shotgun troops. In terms of recommended usage...

-AR2 troops can be relatively effective at long ranges. These guys should always use the long visibility to increase their threat and quickly draw the player's attention from a distance. (normal or super-aggressive)
-SMG1 troops are not very effective at long ranges, but they can easily give the sense of providing suppressive fire. I usually allow at least half of them to have long visibility while the rest of them advance on the player. (normal or passive aggressive)
-Shotgun troops look stupid when shooting their shotguns at the player from a distance while running across the map. (always super-aggressive (unless they are going to ambush the player behind a corner, in which case you may want to use npc_clip brushes to keep them from advancing or stepping in front of a doorway))

Then of course, there are the ai_battle_lines and aiscripted_sequences to make things even more variable.

PS: I have not tried this out on a combine sniper. I don't even know if the sniper has the long visibility flag. But a normal, unmodified sniper does have a visibility limit of around 3000 units (I think, I was running around in my Assault on Overwatch map and noclipped away from the sniper while dodging its shots, and then when I got to the other end of the long canal segment, he finally ignored me even though i was not hiding behind anything...so he definitely does have a visibility limit).
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Re: those simple questions thread...

Postby Kubata on Thu May 31, 2012 2:46 am

Does anybody know how to create custom textures for Global Offensive? Im trying to create a custom sky using the directory /steamapps/Counter-Strike Global Offensive/csgo/materials/skybox and when the map is compiled nothing is fixed :/

EDIT: Durr, it has to be in the common/ folder :p
Last edited by Kubata on Thu May 31, 2012 4:52 am, edited 1 time in total.
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Re: those simple questions thread...

Postby stoopdapoop on Thu May 31, 2012 3:03 am

Code: Select all
//=========================================================
//=========================================================
// NOTES about the Sniper:
//
// PATIENCE:
// The concept of "patience" is simply a restriction placed
// on how close a target has to be to the sniper before the
// sniper will take his first shot at the target. This
// distance is referred to as "patience" is set by the `
// designer in Worldcraft. The sniper won't attack unless
// the target enters this radius. Once the sniper takes
// this first shot, he will not return to a patient state.
// He will then shoot at any/all targets to which there is
// a clear shot, regardless of distance. (sjb)
//
//
// TODO: Sniper accumulates frustration while reloading.
//       probably should subtract reload time from frustration.
//=========================================================
//=========================================================
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Re: those simple questions thread...

Postby joe_rogers_11155 on Thu May 31, 2012 6:10 am

i flew straight backwards from the sniper's location with godmode on. and he shot me until I was almost out of the map, nearly 3000 units away. Then he stopped and his aiming laser swept around looking for me. Also, the lag time from shot fired to flyby was about 2 full seconds.
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Re: those simple questions thread...

Postby Aus_Karlos on Mon Jun 04, 2012 11:23 am

When setting up a soundscape in hammer (plus writing a txt file) is it possible to use multiple info_targets for one sound position?
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Re: those simple questions thread...

Postby TheDanishMaster on Mon Jun 04, 2012 3:01 pm

Aus_Karlos wrote:When setting up a soundscape in hammer (plus writing a txt file) is it possible to use multiple info_targets for one sound position?

Having 2 targets with the same name maybe?
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Re: those simple questions thread...

Postby Will_B on Thu Jun 07, 2012 12:37 pm

Hey guys I need a little help here. I'm having to use func_occluders to some extent, yet on compile a lot of them become apparently invalid :

Occluder "o8" straddles multiple areas. This is invalid!

However when I have a look at the map, the occluders appear to be working fine, and are set up (from what I can see) correctly. I read somewhere that valve didn't bother to update VBSP with new rules, however I'm not so sure of that. Would anyone be able to shed some light on the subject?

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Re: those simple questions thread...

Postby Gambini on Sat Jun 09, 2012 2:43 am

Simple question: How you make a level end/game end?

I want the player to walk into a trigger or something and then the game ends.
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Re: those simple questions thread...

Postby Aus_Karlos on Sat Jun 09, 2012 4:00 am

@Gambini
The entity game_end is what your looking for. It will return you to the games menu.
However if you want credits you can fade the screen out and run an env_credit entity which will read a credit.txt file in the scripts folder. Then trigger the game_end.
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Re: those simple questions thread...

Postby Gambini on Sat Jun 09, 2012 4:11 am

Thank you but in the wiki it says game_end is only for multiplayer games, and im doing a singleplayer map. Is the wiki wrong?
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Re: those simple questions thread...

Postby stoopdapoop on Sat Jun 09, 2012 5:28 am

you can use point_clientcommand and send it the command "disconnect"
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Re: those simple questions thread...

Postby Aus_Karlos on Sat Jun 09, 2012 5:37 am

Hmm it seems for the ending of EP2 they fade out run env_credits then when the credits are finished it trigger a point_clientcommand " OnCreditsDone > Command > StartupMenu Force > 3sec delay.
Dont know why i have game_end in the entity list.


Anyway i also have a QQ, Ive setup a level_sound txt file for my map, a single ambient_generic plays a random wave file one after the other (IE they dont overlap). However if i want to stop/start the sounds i have to use the stopsound command in console. How can i forcefully stop the sound(s) from been played without using the console. Its for a MP map so i have to try and find another way.
These sounds are Not Looped and the Is Not Looped flag has been checked.
There is another way that i know and it work but it involves setting up +15 entites, 4 ambient_generic per sound file and as entdata is very valuable in MP maps having a single entity refering to a txt file is alot better.
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Re: those simple questions thread...

Postby LordDz on Sat Jun 09, 2012 10:58 am

Do the soundnames have "loop" in their names? I think that makes them loop even when the ambient_generic has it's flags set to not loop.
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