DOD Flags

Tutorial collection, comprehensive listings on main site.

Postby Mr. Happy on Sun Aug 12, 2007 6:10 am

Well, to be honest that's a really vague and kind of unanswerable question.

All the entities have different functions, and the majority of them you will neverr need to use.

The DoD tutorials will show you everything you need to have to make your map work for Day of Defeat: Source, particularly this one you are posting in, and beyond that well...it all depends in what you want to do with your map.

I don't really think you should build a map around a particular entity, and there aren't really any that should have a map built to showcase them. It's really more about what you want to accomplish, what effects you want to achieve. Think more about location and them and then look for tutorials and ask questions about achieving the effects you want.

There are, however, some entities that you do need to have. First off, func_detail.

This is a brush based entity (a brush is a physical, geometric object like a box or a wall). If you build some complicated geometry, like small details rather than halls and floors, then you will want to tie the brush(es)[/i[ to a func_detail by clicking the toEntity button and selecting func_detail from the list.

Then there is the light, light_environment, light_spot, and light_dynamic entities. Obviously these are lights! The light entity is a spot in space that projects light in all directions, the light_environment is an entity that lights up all the areas of your map that are [i]seen
by the skybox, the light_spot is like a spotlight and casts a cone of light, and the light_dynamic you probably don't need to worry about.

Then there is the env_cubemap. This is used to help the game create reflections on shiny things. There are a couple tutorials here about using them.

Next up is the water_lod_control, which is essential if you have water in yout map. Once again, I believe there is a tutorial here about using it.

Obviously, you have to have spawn points.

Then there are the prop_* entities. (we usually use a * to indicate something that has many options, for example, prop_physics, prop_static, etc.)

The prop_static and the prop_physics_multiplayer are the two you are most likely to use. prop_static is for things like pipes, doors, and some architecture, which don't move. prop_physics is for things like crates and barrels that can be pushed around and sometimes broken. I forgot to mention that a prop is a model made in another program. Once you placve the entity, press shift+s to get back to the selection tool, and the alt+enter to bring up it's properties. Select "World Model" on the left and then click browse on the right to select your prop. Not all models can be used with all prop_* entities though.

And after that, just ask questions about different results and effects you are trying to achieve in your map.

And good luck!
Image
-You've just been happified!?
User avatar
Mr. Happy
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Sat Dec 30, 2006 9:20 am
Location: Flyin' thru "da cloud" in the MotherShip

Postby k-dawg on Sun Aug 12, 2007 8:08 pm

once again, thank you. I have read almost all the tut's that i would need for my map. they al lseem self explanatory. i am fairly moderate when it comes to mapping. but a compleet newbie for 'scripting' i havent really read the tuts on them, mostly because i havent needed a use for them. if you would like i can show you some photos of some maps that i have started. i guess i will start an account to FPS bananna for the screen shots and PM them to you.

again thanks for the help happy.
waisted menkey wrote:i do however appreciate your efforts at telling me how wrong i am and how right you are. that's awesome!
:smt019
k-dawg
Regular
Regular
 
Joined: Sat Aug 11, 2007 2:55 am
Location: San Diego CA

Re: DOD Flags - no "Group Name" option

Postby Bubba on Sat Feb 02, 2008 4:55 pm

"Grab it, with your arrow tool:arrow: , and then hit Ctrl+Enter, to bring up its properties. Under the "Class" field, select the dod_control_point entity. There’s a lot of options below in your Keyvalues menu. Let's fill the important out as the following: "

"Group Name: Flags"

There is no Group Name option in my dod_control_point Keyvalues menu
below are the options that I have

Start disabled
Name
Pitch Yaw Roll(Y Z X)
LOCALIZED name to print on the (the rest of this text is obscured)
Time Based point value for allies
Time Based point value for axis
Default owner of the control point
Sound made when axis capture
Sound made when allies capture
Sound made when point resets
Allies Model
Axis model body group
Reset Model
Reset Model Bodygroup
Group Index (this has a default number of 0)
Index of this point (unique)
Hud icon material when noone (the rest of this text is obscured)
Hud icon material when axis own
hud icon material when allies own
hud icon - bomb planted
hud icon - bomb destroyed
Number of bombs required to de (the rest of this text is obscured)


The dod_control_point_master doesn't have a "Group Name" option, it just has a "Name" option instead Am I supposed to just give this a unique name?
Bubba
Just Joined
Just Joined
 
Joined: Sat Feb 02, 2008 4:34 pm
Previous

Return to Tutorials

Who is online

Users browsing this forum: No registered users