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the_animus

A Few Questions

12 posts in this topic

Recently decided to try making a map. I had no experience with the hammer editor but thanks to various wiki and YouTube tutorials I have s working survival map. Now it's just adding detail and fine tuning.

1. Lighting. Currently the entire map is lit by defaul and I don't wasn't it to be as it makes maglites useless. So is lighting controlled via the lumans field in the texture app? I noticed all world brush walls etc are set to max by default. Or is the lighting a result of the 3d skybox?

2. How do you set it up player extraction on wave x? Some custom made survival maps don't have thus. Instead they just restart after reaching the final wave and that's always disappointing as it doesn't feel like you really won without extraction.

3. Is it nmrih_player_start or nmrih_player_info (might not be exact but hopefully you get what I mean) that you need 8 of in the map for 8 players to be able to play and respawn at wave start?

I'm sure there is more but my break at work is up. Thanks in advance for the help and hopefully I'll havea beta ready within a week

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1.) There are many ways to light a map. I am assuming by default lighting you are referring to Fulbright, which is when no light is rendered at all. There are special entities that must be place in your map in order for the game to render light. These include your basic light and light_environment entities, which are usually found in most maps, the latter being essential to maps that use a skybox. But, there are also more advanced ways to achieve particular lighting effects. Here's a good wiki to explore: https://developer.valvesoftware.com/wiki/Category:Level_Design

Lighting should be a little down the list. There's a lot there.

2.) This should be explained decently in the NMRiH, but I'm assuming you've checked that. I'm pretty sure you can treat the extraction the same as you do in objective, except with the extraction event being tied to either a variable that counts the number of waves (Like a math_counter) or some other nmrih-specific entity. I've never done a survival map myself, so perhaps I'm not the best source of information in this regard.

3.) info_player_nmrih is what I use. It seems to work for me.

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Thanks for the response. Implemented 3, and have started working on 2. I didn't notice the extraction guide before so that helped. I'll tackle the lighting tomorrow.

Also I want to be able to randomly spawn a key from one of 10 possible locations similar to how a key randomly spawns in one of several locations in nms_silence and can open only one door.How is this done? I can't figure out how using a random spawner. The only keys I can find are as a prop entity or a self made key brush entity but I can't get either to spawn using a random_spawner.

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The random_spawner is only capable of spawning weapons/items.

You'll need a point_template, an env_entity_maker, a prop key and a logic_case to randomly spawn the key.

To make the key only work with that door, you're going to need a trigger with a filter_name filtering for the name of the key.

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Got the lighting working. Still setting up the extraction.

As for the random key spawning, I made a key as prop_physics 'extractionkey', made the point_template 'keytemplate' and selected the 'extractionkey'. I made 3 env_entity_maker's 'keyspawner1', 'keyspawner2', 'keyspawner3', and set them to spawn 'keytemplate'. I made a logic_case, set the first 3 case values as 1, 2, 3 respectively. For the outputs I have 'Oncase01' target entity 'keyspawner1' target input 'forcespawn'.

After that I'm a bit confused. In the valve wiki and tutorial it mentioned something about an input Randompick to pick a random case. But I don't see/understand how to set it to do that.

And really I do try to look online first, and I read guides, watch videos etc, but that takes forever and is often confusing or doesn't specifically answer what I'm trying to do. I do trial and error too. If I had the nms_silence.vmf I could just load it up in hammer editor and see for myself how its all setup. That way of learning this stuff is much easier for me, unfortunately I can't seem to find that.

So when I get stuck I ask here ^_^

Thanks again for all the help!

Edited by the_animus

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The logic_case has an input called PickRandom. Fire that with an logic_auto or something like that.

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Spent a while last night and still can't get the key to spawn. I suspect it's because it should need a prop_physics model but the model I wanted to use can only be prop_dynamic. Though that's confusing too since it looks like the same model used in nms_silence and there aren't really any other key prop models so...

Also I wanted to put limits on the number of spawns a particular item could spawn map wide via random_spawners.

I followed the item creation wiki, used the random_spawner_controller, put in the item keys given on the wiki (also tried copy paste straight from hammer list). It doesn't work at all. The error checker claims all the keys have unused keyvalue. Fixing deletes all keys. Leaving it results in no random spawners spawning anything at all. The setup for random_spawner was ez pz and the guide for the controller seems like it should also be incredibly easy so I don't get why it doesn't work.

Edited by the_animus

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Spent a while last night and still can't get the key to spawn. I suspect it's because it should need a prop_physics model but the model I wanted to use can only be prop_dynamic. Though that's confusing too since it looks like the same model used in nms_silence and there aren't really any other key prop models so...

Also I wanted to put limits on the number of spawns a particular item could spawn map wide via random_spawners.

I followed the item creation wiki, used the random_spawner_controller, put in the item keys given on the wiki (also tried copy paste straight from hammer list). It doesn't work at all. The error checker claims all the keys have unused keyvalue. Fixing deletes all keys. Leaving it results in no random spawners spawning anything at all. The setup for random_spawner was ez pz and the guide for the controller seems like it should also be incredibly easy so I don't get why it doesn't work.

I'm going to make a test map in hammer. If I get something working, I'll upload it to the prefab factory.

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Here:

http://www.nomoreroominhell.com/forums/index.php?showtopic=11177&page=3

It's fully working, and took me less than 10 minutes. It does not include a receiving trigger, filter or complimentary key spawn. I can include those later in a different prefab.

This example only contains three spawns, but I'm sure you can pick it apart and learn how to add more. Also note how the prop is a prop_physics_override. This is how you get non-physic objects to have physics.

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Thanks DrHammer! Changing it to prop_physics_override was mostly what I was missing. Though when I use just a point_template and not an env_entity_maker it always spawns the point_template key directly on top of wherever the prop key is. Even if I then move the prop key or the template, or change flags or other settings it still always spawns together, which defeats the whole purpose of a randomly spawning key.

So I used env_entity_maker, which DOES NOT spawn the specified template at the env_entity_maker's origin as valve's wiki claims. It spawns the same distance/direction from the original prop key that the env_entity_maker is from the point_template.

So if
A = prop key
B = template
C = env_entity_maker
D = spot template key would spawn
it would look like this

D_____C

A_____B

the fact that it works like this seems really silly, but at least it finally works!

Thanks again DrHammer!

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Random keys are set up and trigger for the specific door is working. Extraction is finished and working. Did a 2 player test run and made some small improvements and a few more to go.

Any ideas as to why the random_spawner_controller doesn't work? I wanted to limit the number of blowtorches, walkietalkies, maglites, and fire extinguishers that can spawn but it doesn't work as I mentioned in post #8.

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