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brushes in gtkradiant 1.5 notteam make a sign post that will only spawn in ffa Rate Topic: -----

#1 User is offline   SneakS Icon

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Posted 07 November 2009 - 12:33 AM

Im sure this can be done;

How do I make a brush only spawn in ffa mode

#2 User is offline   Delirium Icon

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Posted 07 November 2009 - 01:03 AM

func_wall

key: gametype
value: 0
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#3 User is offline   SneakS Icon

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Posted 07 November 2009 - 01:17 AM

nice one, ty again

[edit] that seems to have worked great, hit marks off

[note for gtkradiant1.5 users] In gtkradiant1.5 the is no func_wall in the entities list,
so first I made the wall a func_door
then changed the classname key to func_wall
then set the key to gametype with value 0

The signs I made have targets on them; is it possible to turn hit marks on?
Ill see what I can find in gtkradiant and on the interwebs, is it possible to do it with a script to force the func_wall to take a hit?

This post has been edited by SneakS: 07 November 2009 - 02:46 AM


#4 User is offline   SneakS Icon

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Posted 07 November 2009 - 05:16 AM

Is it possible to have bullet holes [hit marks] on a func_wall?

From what I can tell, the answer is no, can someone confirm

[func_wall targets that only spawn in ffa, I want to see where the bullet has hit on the target]

#5 User is offline   NulL Icon

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Posted 07 November 2009 - 05:36 AM

View PostSneakS, on 07 November 2009 - 05:16 PM, said:

From what I can tell, the answer is no, can someone confirm


Correct.
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#6 User is offline   H3NRY Icon

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Posted 07 November 2009 - 10:33 AM

lol. first off i cant help but laugh at your pic null.

ok so sneaks, do you have the urbanterror.def, shaderlist.txt ( you can make your own, not necessary) and the commonspog.pk3 ( again not necessary but does make it look better) ? the latest urbanterror.def will have the func_wall within it
i have a pack of all 3 4 with updated common.shader ( laderclip and somehtig else, i forget, included) and updated urbanterror.def to contain the weapon insert and a few other things
shaderlist, commonspog, common.shader, urt.def

This post has been edited by H3NRY: 07 November 2009 - 10:33 AM


#7 User is offline   SneakS Icon

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Posted 17 November 2009 - 03:17 AM

View PostH3NRY, on 07 November 2009 - 04:33 PM, said:

lol. first off i cant help but laugh at your pic null.

ok so sneaks, do you have the urbanterror.def, shaderlist.txt ( you can make your own, not necessary) and the commonspog.pk3 ( again not necessary but does make it look better) ? the latest urbanterror.def will have the func_wall within it
i have a pack of all 3 4 with updated common.shader ( laderclip and somehtig else, i forget, included) and updated urbanterror.def to contain the weapon insert and a few other things
shaderlist, commonspog, common.shader, urt.def


no and no,

I have re-writen the ladder script, Ill download these and then might ask for your help making gtkRadiant1.5 find them, Null, put some pants on, urbanterror.def is the headache of the week for me. Without it I dont have most of the 'UrT' specifics which is really err, lame... brb

[edit] I just had a look over the common.shader and it had some additions at the bottom, so I have updated all of them (except the shader list, which was basically the same, I have added to mine) going to test it now

[edit] the new shaders are there now which is fantastic!
still none of the urbanterror.def stuff
I need to find out how to tell gtkRadiant 1.5 to read it... got a hint?

Looking over the site at videos, I hoped i had the install right this time... I thinks not. Will, sigh, re-install radiant and hope I know more now and will finaly get it right

This post has been edited by SneakS: 17 November 2009 - 03:55 AM


#8 User is offline   BladeKiller Icon

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Posted Yesterday, 03:16 PM

It depends on where you installed gtk 1.5 Mine is installed in Program Flies on my C drive so my urbanterror.def is in C:\Program Files\GtkRadiant 1.5.0\q3.game\baseq3\urbanterror.def . As is my shaderlist.text
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