- Aug 2, 2009
- 539
- 334
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
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: [ame="http://forums.tf2maps.net/showthread.php?t=8419"][Tutorial] The Train - TF2Maps.net[/ame]
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
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)
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
the values needed for each of the pumpkins
for those of you who want more information on exploding pumpkings, fearlezz also figured otu how to make exploding pumpkings.
[ame="http://forums.tf2maps.net/showthread.php?p=118648#post118648"][Tutorial] Explanation of the exploding pumpkins - TF2Maps.net[/ame]
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p.s. screenshot were taken from a modified verson of koth_photofinish_b1 wich is incredibly outdated
(to allow vmex to decompile it, just unselect overlays)
Download the decompiled version of koth_harvest_event here
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: [ame="http://forums.tf2maps.net/showthread.php?t=8419"][Tutorial] The Train - TF2Maps.net[/ame]
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
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)
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
the values needed for each of the pumpkins
for those of you who want more information on exploding pumpkings, fearlezz also figured otu how to make exploding pumpkings.
[ame="http://forums.tf2maps.net/showthread.php?p=118648#post118648"][Tutorial] Explanation of the exploding pumpkins - TF2Maps.net[/ame]
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
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