Page 1 of 1

IT WORKED, then it didn't : (

Posted: Wed Nov 26, 2003 7:16 pm
by Swirllster
ok, i got mbuilder to work, i made a box, a wonderful wonderful BOX.... ran around in it for about 15 mins, cuz it was MY BOX lol..... but then i went to go add to it, and when it loads now, it just sends me back to the main room... any ideas?

Posted: Wed Nov 26, 2003 8:01 pm
by m4rine
back to the main room
what do you mean? the main menu screen, or the main room in your map?

if it is the main menu screen - with me this once happened - it was cos i hadn't put a light in it. It would probably happen if you hadn't put an info->player->start in it.

if it is a main room of your map - you start wherever the info->player->start is

hope this helps, but if i have totally misinterpreted you then it is prob me being thick :wink:

Posted: Wed Nov 26, 2003 11:52 pm
by Swirllster
lol, it was bott the start and the light, i forgot i removed them when i changed some things, thanks... now im just having trouble putting in a decent sky...?

Sky box

Posted: Thu Nov 27, 2003 12:42 am
by tltrude
Make a large box that has your room inside it. Highlight it, press key 5 and go to selection > CSG > hollow, then press key 4 (back to default grid). Now type "sky" in the text box at the top of the editor and select "mohday2" in the texture window. Then textures all the skybox brushes. For the bottom one, you can make it common/caulk texture and then, while holding Shift and Ctrl, highlight just the top face of the bottom sky brush. Apply one of the misc_outside grass textures to it. If you need to, move your room so it just touches the ground (or move the sky box up). And, don't forget to make a doorway to get in and out.

You will now need to turn the sun on. Highlight one of the sky brushes and hit key N. Add the following key/values to worldspawn.

Key: suncolor
Value: 65 65 65
hit enter

Key: ambientlight
Value: 17 17 17
hit enter
hit key N again to close it.

If you don't have them, add one info_player_allied and one info_player_axis spawn point to your map.

Ok now compile and place the bsp in the mohaa/main/map/dm folder (make a dm folder if there is not one). Now you can test it as a team match game--you will have weapons and sound.

Hope that helps!


Ps: Have you seen these vidieo tutorials? Thay are great! http://www.carbongraphx.com/mohaa/vidtuts.html

lazy enemies

Posted: Thu Nov 27, 2003 1:56 am
by Swirllster
ahhhh, ok now... i can put in enemies, but they dont try to shoot me lol.... what do i do?

Posted: Thu Nov 27, 2003 3:13 pm
by williewisp
did you put test before the name of your map?
eg. test_mapname

Posted: Thu Nov 27, 2003 11:19 pm
by Swirllster
still doesn't work :( isn't there scripting or something involved? help help help

Posted: Sat Nov 29, 2003 7:42 pm
by m4rine
No scripting involved, here is what to do:

Right click and add a trigger->multiple to your map. Position it so it is inside you info->player->start. Press 'n' (with the trigger->multiple selected) and input a key of 'target' and a value of 'badguy' (it can be anything, but it must match the setting you put on you ai, which we are coming to)

Now add your enemy, right click ai->german->wehrmact->soldier (or any in the ai menu, but it would be logical if they were german). Press 'i' (with the ai selected) and it should open a new window. You can set loads of cool stuff here, its options are explained in a AI Tips. But now all we want is the targetname field. Type 'badguy' and press enter, then press escape to exit the window. You should now see a red line from the ai to the trigger. As long as your ai has a gun (which it does by default, put you can change this by pressing 'i') it should shoot you when you play the map.

There we are, my quick tutorial! You should read .map's tutorials, they taught me all i know - they really are essential. There are these categorys - General, Single Player, Reference, New Mappers,Multiplayer and there is a great FAQ here.

Hope this helps! :wink:

singleplayer

Posted: Sat Nov 29, 2003 7:59 pm
by tltrude
Singleplayer maps (bsp file with "test" at the start of the name) normally go in the maps folder, not the dm folder. But, if you move it there, you wont have weapons--not without a script.

Posted: Sat Nov 29, 2003 8:02 pm
by m4rine
mmm.... yeah but also i think the problem is that Swirllster hasn't done the trigger_multiple - see my post above :wink:

video

Posted: Sat Nov 29, 2003 8:09 pm
by tltrude
There are also a couple of video tutorial about AI that you can download at this site:

http://www.carbongraphx.com/mohaa/vidtuts.html

Other very helpful tutorials:

www.mansteins-leveldesign.de.vu