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The teory of custom stock maps without downloads

Posted: Tue Dec 28, 2004 12:06 pm
by mcunha98
Hi,

In many servers of NET i see customized maps based into the stock maps (things like Destroyed Village with King Tiger Tanks, Remagem with cracked walls and V2 destroyed) all without need force download of a pk3 customized.

Exists a tutorial or way to i know this method of custom stock maps ????

Posted: Thu Dec 30, 2004 2:44 pm
by Bjarne BZR
Do a search for "spawn object in stock maps". It is all done in the server side script, so learn any scripting you can and you should be well off.

Posted: Thu Dec 30, 2004 3:36 pm
by Green Beret
here is a sample

Code: Select all

local.bike = spawn script_model
local.bike model "static/vehicle_bmwbike.tik" //for/obj/obj_team4
local.bike.origin = ( 228 474 384 ) //coords(see below)
local.bike.angles = ( 0 0 0 )
local.bike.scale = 1.0
local.bike ghost

to get the coords(were u want the item)just cruise around the map,finsd were u want your item,and type coord in the console :wink:

Posted: Thu Dec 30, 2004 4:16 pm
by mcunha98
Oh my GOD !!!!

You tell for i use a script to spawn things in map.
Ok, in past i learn something about this way of making objects.
But, i dont understand the "logic" of this method. In all sample i see, the objects spawn its a truck, flak, etc...
My questions:

1) How i create for example a new wall (a simple brush) ???

2) Where i put the new .scr file, in server ?
How client understand this configuration ????

3) Is possible change/add spawn points of axis/allies and is possible edit stock maps of single player (i reforce, a TUTORIAL is welcome)

Posted: Thu Dec 30, 2004 4:46 pm
by Bjarne BZR
mcunha98 wrote:1) How i create for example a new wall (a simple brush) ???
You can't. Not unless you have a model that looks like a wall.
mcunha98 wrote:2) Where i put the new .scr file, in server ? How client understand this configuration ????
You do not create a new script file, you edit the existing ones ( located inside the file "Pak5.pk3" ).
mcunha98 wrote:3) Is possible change/add spawn points of axis/allies and is possible edit stock maps of single player (i reforce, a TUTORIAL is welcome)
Spawn change is possible by moving players spawned in a specific spawn to a new location. I've done just this in the "Hunt spawn fix" mod, get it here.

Posted: Thu Dec 30, 2004 9:27 pm
by mcunha98
You can't. Not unless you have a model that looks like a wall.
I dont understud your words.
Please more details...

Posted: Thu Dec 30, 2004 9:59 pm
by hogleg
You can't script a brush to appear in a stock map.
If you make a wall with a modeling program you can spawn that into the map.

Posted: Fri Dec 31, 2004 8:03 am
by Grassy
Or to fix a glitch (see defenition) in an existing map you can spawn a script_object, give it some dimensions and make it solid. Rough and ready way to do it but the only way if the maps source file is not available.

Code: Select all

//------- to add in a clip brush for player blocking //-------
local.clipbrush = spawn script_object
local.clipbrush.origin = ( 4080 4128 -16 )
local.clipbrush setsize ( 0 0 0 ) ( 42 152 568 )
local.clipbrush solid
Glitch;
An area of a map that causes a player to be hidden from view by others, or allows the player to shoot others from a concealed position behind an object or structure.

Posted: Fri Jan 07, 2005 8:30 am
by |NSC|-Steelie-NS*LR*
k, but how do you find the tik's of what you wanna spawn? because in Radiant there are different paths of things then you guys wrote here.
where do you find em?

EDIT:

I've found them: you can find 'em in pak 0, under static.

Posted: Fri Jan 28, 2005 11:36 am
by Rookie One.pl
Not static only. ;) If you want to spawn MG42s, they are in models/statweapons.

Posted: Sat Jan 29, 2005 6:06 am
by G3mInI
Spawning a wall with texture actually can be done. I have done it. But sometimes I get strange results in my setsize. Would like for the gurus to further test and/or explain just how it works.

example:

local.wall = spawn worldspawn origin ( 640 -235 512 )
local.wall setsize ( -256 -8 -256 ) ( 256 8 256 )
local.wall nodamage


Now then I just threw those coordinates out. But if you actually use this and spawn a brush alongside a wall or touching a wall it will assume that walls texture. I have done it. Also once I tried to block a door in a stock map, so I spawned a worldspawn the same size as the door except made it 16 units thick instead of 8. It took on the french door texture but showed up perpendicular to the door. However the actual brush was in the door frame as I could not enter the door, but the texture was sticking out perpendicular to the door and I could walk right through it. I did this on Southern France for the door that is the entrance to the only single room in the map. Its up on the second level near one corner of the map. Has two windows in it.

This needs more testing, cause it sure would be nice to effectively spawn a textured brush. Im thinking the only catch thus far is it needs to touch or overlap an existing brush in the map.
I also was getting some sort of lightmap error in the console. It's been too long since I did this and I have not tried it again. So maybe it really cant be done afterall.

G3mInI

Posted: Sat Jan 29, 2005 6:58 am
by Rookie One.pl
Wow! I'd never come up with an idea of spawning a worldspawn, I thought this is the class of the whole game world... :shock: I'll have a look into it when I've got a bit more time, sounds promising... :P