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  • entities?

    So, what are the names of the map entities for ctf bases/spawn points, speed-ball's ball spawn point/bases, headhunters head-drop spot?

    Also, if the entities names are different in runequake or etc.?

    I'm trying to make a map that has all that stuff in it so i kinda wanna know...

    Any help would make me happy

  • #2
    Originally posted by metchsteekle View Post
    So, what are the names of the map entities for ctf bases/spawn points, speed-ball's ball spawn point/bases, headhunters head-drop spot?

    Also, if the entities names are different in runequake or etc.?

    I'm trying to make a map that has all that stuff in it so i kinda wanna know...

    Any help would make me happy
    I think we should name the entities "en-Titties"

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    • #3
      If you have the code to the mod you want to map for, you should be able to search it for

      QUAKED

      Everything that can be placed in a map should be marked with this.

      QUAKED func_blah (colors) (size) (spawnflags) (some description)
      Scout's Journey
      Rune of Earth Magic

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      • #4
        Originally posted by metchsteekle View Post
        Also, if the entities names are different in runequake or etc.?
        Entities are part of the map and since RuneQuake uses the stock id1 maps, basically the answer is no.

        For CTF, there are custom entities compiled into the map. Just open ctf1.bsp or ctf8.bsp in a text editor to see what they are.

        Entities are stored in the .bsp

        Likewise, Slot Zero's RuneQuake:26003 which is Head Hunters, uses stock id1 maps.

        Look to the RuneQuake source for how the runes are spawned/handled.
        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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        • #5
          Another quick answer about RQ headhunters is that RQ doesn't look for a entity to make the altar. (Technical: In heads.qc, the function called altar_place determines the location based on the map name)

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          • #6
            Originally posted by metchsteekle View Post
            So, what are the names of the map entities for ctf bases/spawn points, speed-ball's ball spawn point/bases, headhunters head-drop spot?

            Also, if the entities names are different in runequake or etc.?

            I'm trying to make a map that has all that stuff in it so i kinda wanna know...

            Any help would make me happy
            CTF and SPEEDBALL use:
            info_player_team1 is RED team base spawn, and
            info_player_team2 is BLUE team base spawn.
            also item_qball is used for a map entity spawn point for the Qball
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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            • #7
              all-rit and peg just told me/i found out/orl helped that hh mode's altar in runequake is placed by using info_player_start (sp start) and i was like


              WWWOOOAAAHHH

              and i think im seeing a flaw in my map design where ctf just might be way too fast and no fun

              Comment


              • #8
                consider allowing more room for CTF, as many dont like alot of walls and splash damage. Quake online is full of silly maps that are to giving for the RL/Gl. Fluidity with diversion and a center area to fight is more to the CTF gameplay.
                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                • #9
                  wait, is the flag a separate item to the base? because i just found an add-on in quark and it has the base and flag separate

                  Comment


                  • #10
                    info_player_team1 is RED team base spawn, and
                    info_player_team2 is BLUE team base spawn.
                    What I think he meant was that these are the spawnpoints that the players on those teams use when the map first loads. When they respawn, they use info_player_deathmatch as usual.

                    As for what the actual flag entities are, I don't know.

                    EDIT: The most unscientific method is usually the most effective. Loading any ctf map without the progs.dat that supports it will tell you the classname of every entity that lacks a spawn function. Loading ctf1 gives me 9 hits each for info_player_team1 and info_player_team2, and 1 hit each for two entities, with the classnames item_flag_team1 and item_flag_team2. Hope that helps...
                    Last edited by Lardarse; 03-13-2010, 08:24 AM.
                    16:03:04 <gb> when I put in a sng, I think I might need nails
                    16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve

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