View Full Version : Payload - Model the only way?
framebadger
06-26-2008, 06:52 AM
Hi there, first post, be kind.
I have an idea for a Payload map, which would involve something very different to a Bomb cart being moved along. The gameplay is the same idea as Valve have said they're planning; the attacking team standing on the payload cart as they go.
I know what I want the model to be like, but is it necessary to use a model, or is there a way of simply using brushes (it's very simple geometrically)? If only models can be used, is it possible to export a bunch of brushes from hammer as a model, then import it as a model?
AWESOME-O
06-26-2008, 06:55 AM
Hey,
To get this to work you just can create several brushes.
You select them all and press ctrl+T
Than you make it a func_tracktrain i was i think.
And one that you apply the options of a payload cart.
framebadger
06-26-2008, 06:59 AM
I should also say that I haven't done any mapping since HL1, and I'm currently planning the map rather than playing with Hammer. Just wanted to make sure that I don't have to learn another new program.
DasMatze
06-26-2008, 07:02 AM
You can use everything that can be parented to the func_tracktrain brush.
DasMatze
Snipergen
06-26-2008, 07:08 AM
I really suggest using a model. You will have more detail and the player will know it is important. Having to push a brush to a point isn't really motivating.
framebadger
06-26-2008, 07:25 AM
Well...
1) It's a group of brushes
2) It's BIG
3) It's recognisable
4) They'll be riding it.
I'm not against using a model and sprucing it up, but at least at this point I don't want to have to learn Blender, so some brushes will do...
MangyCarface
06-26-2008, 10:16 AM
Theory's been proven, see pl_dreadnought or whatever it's called
AWESOME-O
06-26-2008, 10:46 AM
yup its called pl_dreadnought
Jive Turkey
06-26-2008, 11:13 AM
You know what would be cool, you could put the trigger brush at some cockpit area of the vessel. So that it only moves if players are at the "controls," and it only stops if you kill or distract the "driver."
framebadger
06-26-2008, 11:14 AM
Thanks, I hadn't come across that one. I have the basic plan in place then.
framebadger
06-26-2008, 11:15 AM
I hadn't seen that last post... that would be a nice idea. Not feasible given the kind of device the blues will be pushing on my map though.
Randdalf
06-26-2008, 12:15 PM
The thing that would be difficult to do would be to allow people to manually build sentries on top of the cart.
Yes you can parent the obj_sentryguns to it, and the system used in pl_dreadnought demonstrates this. But what really would be clever would be the ability to build anywhere on the cart.
Slow Hands
06-26-2008, 12:45 PM
The thing that would be difficult to do would be to allow people to manually build sentries on top of the cart.
Yes you can parent the obj_sentryguns to it, and the system used in pl_dreadnought demonstrates this. But what really would be clever would be the ability to build anywhere on the cart.
TF2: Parent Buildables To Moving Entities (Elevators, Cars etc)
(http://forums.alliedmods.net/showthread.php?p=602896)
A server side plugin that allows building on moving entities!
(No, it's not mine. I can't code :()
beefwellington
06-30-2008, 01:45 PM
Having reading this, could we one day have a MARIO_KART* with a purpose besides epic lulz?!
*Note: This does not suggest MARIO_KART is a "real" map :P
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