Adding and removing map components... |
Adding and removing map components... |
Aug 17 2009, 09:41 AM
Post
#1
|
|
Security and Projects Group: Clan Dogsbody Posts: 4,687 Thank(s): 1098 Points: 2,440 Joined: 31-August 07 From: A Magical Place, with toys in the million, all under one roof Member No.: 1 |
Some of you may have played the game where a mod accidentally got activated on the server adding a bunch of random stuff (trucks/rocks etc) - instead of the actual intended usage of removing the health/pills. (based on the Counterstrike source stripper mod)
However I've been developing this mod a little further to add some additional objects into large shitty areas to allow infected to have some cover to spawn. I also intend to place some boxes or something inside various closets - an end to closet camping! Particularily of note is the death toll house on the water finale - I've added a bunch of rocks, allowing boomers/smokers to be useful again. What I need now is locations... if you want something somewhere I need to know what and where. You can peg the locations using the fortbuilder script in single player (search the public forums for details) -- Once you have an object type and location I need it in this kind of format: As in to add a box in a closet: { ;Closet Camping Gays "solid" "6" "origin" "7328 3700 15" "angles" "0 4 0" "model" "models/props/de_nuke/crate_small.mdl" "classname" "prop_dynamic" } Essentially a solid box, origin is like map coordinates, angle is any rotation and the model texture (in this case a crate from de_nuke) I'll post a beta of the configs shortly, but if anyone has suggestions/amendments then let me know ta Monkey -------------------- |
|
|
Aug 17 2009, 09:53 AM
Post
#2
|
|
Security and Projects Group: Clan Dogsbody Posts: 4,687 Thank(s): 1098 Points: 2,440 Joined: 31-August 07 From: A Magical Place, with toys in the million, all under one roof Member No.: 1 |
Uploaded a version to the server.
-------------------- |
|
|
Aug 17 2009, 10:21 AM
Post
#3
|
|
Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
nice
-------------------- |
|
|
Aug 17 2009, 10:48 AM
Post
#4
|
|
Knight Errant Group: SM Guild Members Posts: 543 Thank(s): 0 Points: 102 Joined: 29-October 07 Member No.: 32 |
sounds like a good idea..
so i might have missed it but did the meds/pills change you were trying to implement, did it ever work? |
|
|
Aug 17 2009, 11:04 AM
Post
#5
|
|
Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
no
-------------------- |
|
|
Aug 17 2009, 11:11 AM
Post
#6
|
|
Security and Projects Group: Clan Dogsbody Posts: 4,687 Thank(s): 1098 Points: 2,440 Joined: 31-August 07 From: A Magical Place, with toys in the million, all under one roof Member No.: 1 |
sounds like a good idea.. so i might have missed it but did the meds/pills change you were trying to implement, did it ever work? yeah, got it working eventually. (we did start a game where I'd cocked stuff up and removed the autoshotgun instead) but sorted it out after that. Note: just updated this mod to allow access for infected to get on rooftops in deathtoll etc., I hate those damn invisible walls oh btw, the reason I was looking at L4D mod development again was for the tournament. The Friendly fire situation isn't ideal, so was looking at either turning off FF or a mod I've started working on that should reflect FF (I'm writing this today though, so might take some time) -------------------- |
|
|
Oct 9 2017, 04:10 AM
Post
#7
|
|
Sergeant Group: =SM= Chivalry Group Posts: 200 Thank(s): 58 Points: 200 Joined: 27-November 16 From: glasgow Member No.: 5,074 |
Monkey, can you please make a tutorial on how to delete workshop maps for Chivalry
Since I added several maps but found many of them were bad, so I want to delete them and only keep the worked well maps -------------------- Meowww
|
|
|
Oct 9 2017, 04:10 AM
Post
#8
|
|
Sergeant Group: =SM= Chivalry Group Posts: 200 Thank(s): 58 Points: 200 Joined: 27-November 16 From: glasgow Member No.: 5,074 |
Monkey, can you please make a tutorial on how to delete workshop maps for Chivalry
Since I added several maps but found many of them were bad, so I want to delete them and only keep the worked well maps -------------------- Meowww
|
|
|
Lo-Fi Version | Time is now: 9th November 2024 - 01:22 AM |