View Full Version : New Updates?
Foreverkul
04-30-2008, 12:49 AM
Are there any updates to Hammer or the SDK?
Sacrifist
04-30-2008, 01:34 AM
The update is a lie!
Uriak
04-30-2008, 03:49 AM
For mapmakers:
* Mapmakers can now directly place the tf_gamerules entity into their map. Fixes Hammer thinking the inputs to it are broken
* Mapmakers can now place Engineer buildings directly into a map, with an option for them to be invulnerable
* Added "AddRedTeamScore" and "AddBlueTeamScore" inputs to tf_gamerules
* Added "SetRequiredObserverTarget" input to tf_gamerules. Force spectators to use the specified viewpoint
sounds fancy, he ?
zbandito
04-30-2008, 05:14 AM
what are engineer buildings, sentries dispensers and teleporters?
Spike
04-30-2008, 06:02 AM
what are engineer buildings, sentries dispensers and teleporters?
yes
woodbulb
04-30-2008, 12:32 PM
I can not find this tf_gamerules entity in the list.. what's up?
Vander
04-30-2008, 12:38 PM
Ahhhh, easy teleporters! This could work well in my upcoming project.
necro
04-30-2008, 01:18 PM
For mapmakers:
* Mapmakers can now directly place the tf_gamerules entity into their map. Fixes Hammer thinking the inputs to it are broken
* Mapmakers can now place Engineer buildings directly into a map, with an option for them to be invulnerable
* Added "AddRedTeamScore" and "AddBlueTeamScore" inputs to tf_gamerules
* Added "SetRequiredObserverTarget" input to tf_gamerules. Force spectators to use the specified viewpoint
sounds fancy, he ?
that's it???? so much for the wishlist. maybe the next update in a couple years.
trainRiderJ
04-30-2008, 01:54 PM
Has anyone been successful at using these in a map?
l3eeron
04-30-2008, 02:51 PM
Any word on the payload entities being added to hammer?
Anyone heard of goldrush being decompiled so we can use the CORRECT techique to make an escort map?
Like the nifty HUD that's new, and how to make it so people don't get stuck on the cart etc...
Paria
04-30-2008, 02:56 PM
i just used gcfscape to extract pl_goldrush and then used vmex on it to decompile - havent even had a chance to look at it yet - been too busy playing/working.
http://nemesis.thewavelength.net/
http://www.geocities.com/cofrdrbob/vmex.html
Youme
04-30-2008, 03:07 PM
i just used gcfscape to extract pl_goldrush and then used vmex on it to decompile - havent even had a chance to look at it yet - been too busy playing/working.
Its quite exciting, I've managed to figure out most of how the cart works and I've now got a near-fully opperational first stage to ....well..... I'm really not at liberty to say....
trainRiderJ
04-30-2008, 04:44 PM
Does anyone find the fact that they aren't really even attempting to tell anyone how to make a payload map a little insulting?
Vilepickle
04-30-2008, 05:00 PM
I think it's a little insulting they never make ANY effort to communicate with their custom content creators, especially when custom maps ARE Team Fortress, and always have been. But meh :P
l3eeron
04-30-2008, 05:02 PM
I think they have bigger fish to fry at the moment...
We don't need 'em anyway. We have vmex :D
Youme
04-30-2008, 05:08 PM
Well I've almost got my head around it, over the next few days I'll make sure I've got everything just right and then write up a tutorial that is, if no one beats me to it....
Vilepickle
04-30-2008, 06:54 PM
I think they have bigger fish to fry at the moment...
We don't need 'em anyway. We have vmex :D
Well, according to those photos the other day, they have 10 guys still dedicated to TF2 while the rest of Valve is off doing other things, so yeah, those guys are probably really busy.
necro
04-30-2008, 09:04 PM
I agree with you Vile. They've obviously got enough time to make all these new bells and whistles like weapon upgrades and a new map with a new play style. Thats all great. But how bout fixing some of the friggin bugs for what they've already done. I spent days, literally, trying to work around all the bugs with Attack/Defend style flags (which is a built in option they already made) and still I havent solved everything. If they just spent some time supporting that stuff, literally dozens of new user maps with unique gameplay will certainly spring up, vs 1 stinking new map.
Foreverkul
04-30-2008, 09:23 PM
Yea, maybe if they fixed up hammer a bit they wouldn't have to worry about making new official maps because users could do it for them.
It would be really awesome if they included a model making mode in Hammer considering it pretty much has all the tools, just need to make them on a smaller scale and allow more points.
TotalMark
05-01-2008, 01:28 AM
They just updated the SDK.
Brandished
05-01-2008, 01:47 AM
Just tested out the "obj_sentrygun". The model in hammer is facing the opposite direction from how it shows up in game. The entity works the same way a regular sentry gun does, spies' can sap them and engineers can de-sap and repair them just like a normal sentry gun.
Foreverkul
05-01-2008, 02:28 AM
O man, it looks cool and all but...didn't they think we'd want to SET the health of a sentry? Not just invuln but be able to set how much HP it has :(
Foreverkul
05-01-2008, 02:32 AM
This is cool :D
But I'm disappointed that you can't set the max HP for a sentry :(
VelvetFistIronGlove
05-01-2008, 04:03 AM
The model in hammer is facing the opposite direction from how it shows up in game.
Go to its properties, and set the animation to "Refpose" in the model tab.
O man, it looks cool and all but...didn't they think we'd want to SET the health of a sentry?
Then put in a logic_auto and use the inputs to add or remove health.
Spacemonkeynz
05-01-2008, 04:39 AM
I'm currently upgrading es_cave with the new payload stuff.
Once i've got it working i'll make a tutorial, or maybe just a list on entities and what they do, or sleep :thumbup:
trainRiderJ
05-01-2008, 12:13 PM
I'm currently upgrading es_cave with the new payload stuff.
Once i've got it working i'll make a tutorial, or maybe just a list on entities and what they do, or sleep :thumbup:
Any chance you'll make es_cave bigger or add more stages? I love that map personally but it's so small :(
bob+M|M+
05-01-2008, 02:23 PM
anyone know how to give the sentry gun infinite ammo?
Sacrifist
05-01-2008, 02:25 PM
you can make the obj_sentry gun invulnerable
bob+M|M+
05-01-2008, 03:01 PM
but even with invulnerability, it still runs out of ammo :thumbdown:
Spacemonkeynz
05-01-2008, 04:15 PM
Any chance you'll make es_cave bigger or add more stages? I love that map personally but it's so small :(
Yes, first i'll released an updated version of cave, then after that i'm working on a 3 stage version.
Spacemonkeynz
05-01-2008, 05:09 PM
I made a list of entities, still incomplete at the moment, a few more still to add.
[INFO] Payload entity setup. (http://forums.tf2maps.net/showthread.php?p=17360#post17360)
Foreverkul
05-01-2008, 06:23 PM
Wish there were a few more features for entry guns like:
ammo control
health control
attack blue and red (and not other sentries with this set)
start off/on (and turn off and on as well as not attack)
I tried 0, 1, 4, Any, and <none> in the team filter and what happened is it looked blue, but attacked only blue (and not red), but red engineers cannot heal it (wrench kills)
Bonafide
05-01-2008, 06:57 PM
as interesting as it is, I cant see a practical use for having a non-player sentry in a TF2 map anyway.
Foreverkul
05-01-2008, 08:05 PM
as interesting as it is, I cant see a practical use for having a non-player sentry in a TF2 map anyway.
Have a sentry guard a neutral flag
Alternate routes that have sentries
random/trigger event
Defend a capture point (or kill it to capture a point)
More that I can't think of now though.
hydrage
05-02-2008, 12:11 AM
In TFC, several old maps had an invulnerable sentry gun guarding the spawn area from the enemy team. It's hard to spawn camp when an invulnerable sentry gun is shooting you up.
In a map I'm working on, I'd like to have an invulnerable sentry gun guarding some spawn rooms tied to control points, but I need to figure out a way to make the sentry gun have infinite ammo and also switch teams based on which team owns the associated control point.
One comment about the invulnerability, though: I would've expected to see some kind of visible difference from a standard engineer's sentry gun, maybe something like a Medic's uber "force-field" surrounding the sentry gun. Or something. People playing a custom map won't be happy to find out they're wasting their time trying to destroy an invulnerable sentry gun.
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