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jumppad enabled on specific gametype only
Posted: Mon Sep 26, 2011 12:08 am
by dghost77
I'm kind of stuck here and I was wondering what I'm doing wrong.
I'm trying to achieve the following, : In the middle of the map, I have a jumpad (neutral bounce shader) for CTF and FFA gametype only. But then when I want to play oneflag ctf, I have the white flag instead of the jumpad in the middle.
What I got so far : When playing regular CTF, the jumpad is not there, but the shader is still emitting light on the floor and the trigger_push is working.
When playing oneflag ctf, the jumpad is there on the floor but the trigger_push not working. The neutral flag only spawn in oneflag ctf and is not present in regular ctf, that part is working right at least.
The trigger_push on top of the jumpad has been given the following value : gametype = ctf,ffa
The jumppad has been transformed to a func_static entity and given also the same value gametype = ctf,ffa
For the trigger_push it's working great, but for the jumppad itself it's being displayed in a reverse order of the gametype.
What am I missing to make this work correctly?
Re: jumppad enabled on specific gametype only
Posted: Mon Sep 26, 2011 7:08 am
by themuffinman
"gametype" "ctf ffa"
That's how it should appear if you open the map in a text editor. The commas you put there may be to blame.
Re: jumppad enabled on specific gametype only
Posted: Mon Sep 26, 2011 7:53 am
by Eraser
also, bots are probably not going to understand this. They are unaware of the "gametype" key on entities so they assume that any entity/geometry that exists in the map is always there (with the exception of entities that are gametype specific by nature, like CTF flags or team spawns)
Re: jumppad enabled on specific gametype only
Posted: Mon Sep 26, 2011 8:03 am
by DaEngineer
dghost77 wrote:When playing regular CTF, the jumpad is not there, but the shader is still emitting light on the floor and the trigger_push is working.
Every light information is precalculated and baked into the BSP. You can't remove it by switching the jump pad brush on and off in-game.
Re: jumppad enabled on specific gametype only
Posted: Mon Sep 26, 2011 1:37 pm
by deqer
Not sure about this, but if it's possible with brushes the I recommend you make a wall or door that covers the jump pad.
Re: jumppad enabled on specific gametype only
Posted: Mon Sep 26, 2011 2:50 pm
by obsidian
Weapon changes between game types can work well (CTF vs. TA gametypes). Generally speaking, CTF layouts don't make very good FFA layouts and vice versa. Anyway, it might be easier to just make two BSP's and they should take up a marginal amount of space in the PK3, plus you would be able to go nuts on layout changes without worrying about breaking anything.
Re: jumppad enabled on specific gametype only
Posted: Mon Sep 26, 2011 6:31 pm
by dghost77
I'm sending all my love to you guys!
So you where right MuffinMan, I had my gametype value set like this because that's what I read from the old mapping manual for Threewave CTF.
In the entity editor you would use:
Key: gametype
Value: ctf,oneflag,ffa,obelisk (seperated,by,comma's,and,no,spaces)
And the Team Arena Manual doesn't give the value's definition, only what is possible. Like you said, only spaces and no commas.
From the beginning I never wanted to put 2 bsp in the pk3, only 1. The map is CTF before everything else, FFA is just a nice to have, but not a priority. You are right Obsidian, CTF layout never make a good FFA layout.
For bots, when I started working on this map a couple years ago, I decided very quickly that there will be no bot support, since I thought it was too much job because of my map. But now I may put bot support in it after all since I've read the tutorial on this forum on how to relink an .aas file to a different bsp. Which is a nice solution for me.
The light of the jumppad being emitted when it's not there is not a big deal since, when the map is in oneflag ctf mode, the white flag with a spawn tech replace it on the floor, the glow is still there, but it looks almost like its coming from the spawn tech on the floor instead.
The idea of putting a trapdoor like device on top of the jumppad is good but I didn't wanted to go with that for this map. Fortunately, I don't need to since it's now working. Yeah! I'm happy. You made my day.
Re: jumppad enabled on specific gametype only
Posted: Mon Sep 26, 2011 8:24 pm
by themuffinman
It makes me wonder whether it's possible to for instance code bots to ignore the jump-pad when it isn't there. I'm sure it's just a case of getting bots to check entities in certain gametypes and ignore them when it's not a gametype in the spawn key. Then the light issue could be fixed with a dynamic light entity of sorts (instead of the surface light baked into the bsp) that could use the gametype key as well to be on or off. Hmm... got me thinking!
Re: jumppad enabled on specific gametype only
Posted: Mon Sep 26, 2011 8:42 pm
by dghost77
I'm not so sure about the light. It would need 2 compile at least and I'm not sure you could merge the results in a single bsp while keeping the difference separated depending on the gametype being played.
Re: jumppad enabled on specific gametype only
Posted: Tue Sep 27, 2011 4:36 pm
by InsaneKid
try addin "-forcesidesvisible",
when ur creatin the *aas/bot-file!