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martijntje
10-30-2009, 08:47 AM
I've been a bad boy and decompiled koth_harvest event.
(to allow vmex to decompile it, just unselect overlays)

Download the decompiled version of koth_harvest_event here (http://forums.tf2maps.net/downloads.php?do=file&id=2797)

http://forums.tf2maps.net/attachment.php?attachmentid=1714&stc=1&d=1256910185
The ghost
basicly the ghost is part of the map, so yes, you too can have it in your map.
basicly it is a train: [Tutorial] The Train - TF2Maps.net
a prop_dynamic is parented to the train wich model is a ghost.

The magic of the ghost is in the trigger_stun parented to the train. this is what makes you "scared". add these values to your trigger stun to make it work
http://forums.tf2maps.net/attachment.php?attachmentid=1718&stc=1&d=1256913841
most of these values should make sense.
fun fact: setting stun_type to 1 gives you sandman-stun
(you could make a taunt-kill only map by covering your map with this trigger)

for more detailed information, beneath the map is a seperate room in wich most of the ghost stuf is.

more detail information to come on the ghost. (have to do some tests)


http://forums.tf2maps.net/attachment.php?attachmentid=1715&stc=1&d=1256910186
Exploding pumpkins
You need two entities, a entity_spawn_manager and a entity_spawn_point
you need only one entity_spawn_manager and one entity_spawn_point for each of the pumpkings.

because I am a bit lazy, here are screenshots of what values you need. (ignore hammerid)

the values needed for the enitiy_spawn manager
http://forums.tf2maps.net/attachment.php?attachmentid=1716&stc=1&d=1256910186

the values needed for each of the pumpkins
http://forums.tf2maps.net/attachment.php?attachmentid=1717&stc=1&d=1256910186
for those of you who want more information on exploding pumpkings, fearlezz also figured otu how to make exploding pumpkings.
[Tutorial] Explanation of the exploding pumpkins - TF2Maps.net


Non-respawning pumpkins
these pumpkins are like regular pumkins exept once they explode they dont respawn.
it is pretty simple, just create a tf_pumpkin_bomb entity

Now go make some scary maps

p.s. screenshot were taken from a modified verson of koth_photofinish_b1 wich is incredibly outdated

Fearlezz
10-30-2009, 09:00 AM
You beat me too it :(

Edit:
Better explanation of the pumpkins
[Tutorial] Explanation of the exploding pumpkins - TF2Maps.net

A Boojum Snark
10-30-2009, 09:42 AM
Beat shmeat. Ya'll know I'll trounce you both once my resource pack is updated. :p

gamemaster1996
10-30-2009, 10:55 AM
So in this halkoween thing to the hats go away afterwards ???

Hope not it's my only hat

Washipato
10-30-2009, 12:25 PM
Thanks martijntje!

Now, what I really want to know is how a room gets darker when the ghost appears in it

A Boojum Snark
10-30-2009, 12:28 PM
That's just standard toggled lights. :/

Barracuda
10-30-2009, 12:47 PM
Setting stun_type to 1 on the trigger_stun makes you stun like being hit by a baseball.

Terr
10-30-2009, 12:58 PM
Thanks!

Pumpkings? Is that like Mr. Plow?

Washipato
10-30-2009, 01:25 PM
That's just standard toggled lights. :/

:O

I thougt that those were dynamic lights. I should do more research before asking those questions :facepalm:.

Do someone know how much damage does a pumpkin? It's possible to spawn other entities like rockets or health packs with a entity_spawn_manager?

Terr
10-30-2009, 01:42 PM
I wonder if you could use the custom-ctf-flag trick (before Valve made it easy) to make "pumpkin bombs" that have an arbitrarily different model.

Penguin
10-30-2009, 01:43 PM
This is pretty sweet.

DaBeatzProject
10-30-2009, 02:04 PM
This is pretty sweet.

Use it for the Uber Scout Bros! :D

DontWannaName
10-30-2009, 03:55 PM
Does anyone happen to know the soundscape used in harvest event?

martijntje
10-30-2009, 04:36 PM
Thanks!

Pumpkings? Is that like Mr. Plow?

english isnt my first language, I'm changing it now

Terr
10-30-2009, 05:01 PM
english isnt my first language, I'm changing it nowNo offense. Just joking around.

martijntje
10-31-2009, 06:56 AM
:O
Do someone know how much damage does a pumpkin? It's possible to spawn other entities like rockets or health packs with a entity_spawn_manager?

The pumkins do about 140 damage, less if you dont stand directly next to one

I think you can spawn enything you could also spawn with ent_creat ingame. I am figuring out how to spawn sentries fully working. currently It can spawn sentry, but they are bluprint wich need a engineer to build them.

spawning health kits is possible, this way you have more control over the healthkits.

rocket unfortuanatly doesnt work, the entity name is tf_projectile_rocket if you want to know. they just hang in the air/wall/floor and dont move nor explode

200th post :)

Lancey
10-31-2009, 09:55 AM
I think you can spawn enything you could also spawn with ent_creat ingame. I am figuring out how to spawn sentries fully working. currently It can spawn sentry, but they are bluprint wich need a engineer to build them.

I'm looking for an output that allows me to access them so that we can spawn dynamic props too.

martijntje
10-31-2009, 01:06 PM
I'm looking for an output that allows me to access them so that we can spawn dynamic props too.

I would too like that for my supersecretproject, about wich I wont tell much until it reaches rc.

the command ingame you can use is
"prop_dynamic_create props_hydro/dumptruck.mdl" to spawn a truck from hydro

Lancey
10-31-2009, 04:33 PM
Spawn managers can make flags.

martijntje
10-31-2009, 06:57 PM
Spawn managers can make flags.
yup, read my previouse reply, they can spawn anything you can also create with ent_create.

to prevent this discussion going on to long
you can also create
-healtkits/ammokits
-flags
-(not fully working) sentry/dispenser
-spawnpoints
-companion cube (if you have portal)
-npc's

Matheus28
11-01-2009, 07:51 AM
There is a problem.
How the ghost go invisible, then back in another place? ._.

martijntje
11-01-2009, 08:10 AM
There is a problem.
How the ghost go invisible, then back in another place? ._.

I think the model is temperarily disabled combined with a particle effect

Engineer
11-01-2009, 08:26 AM
Actually if i am not mistaking, this happens:
http://dl.getdropbox.com/u/1517451/agameday/this.png
The ghost teleports to the room under the map, and than it teleports back. And so on.

Nutomic
11-01-2009, 08:32 AM
Why do they even detail that room? They must have too much free time :D

Engineer
11-01-2009, 09:22 AM
The detail is for people like me, who find that place. Just for fun. :D