.:`=-~rANdOm~`-=:.

Welcome to .:`=-~rANdOm~`-=:. => General Chat => Topic started by: Butcher1993 on August 18, 2009, 08:50:48 PM

Title: Hello!! And a new map.
Post by: Butcher1993 on August 18, 2009, 08:50:48 PM
Hi! I just found the forums links, I play in the Flood Mod server, and the Sled Server. Mostly the FLood Server. My name in game is Butcher. I just wanted to introduce myself. I am new to Garry's Mod, but have been playing Source games for about 4 years. I have a suggestion. Instead of the map fishtank, I am currently making a flood map. It will be glitch proof, fixed spawn points, (no more "HIT ME PLEASE lol)

All I need to know is, how do I tie the build time, and then fight time? Do I just time it to how long the build time is, plus 10 seconds, and then the water rises?

Any suggestions, post here!!

I hope to be a part of this forum\server for a while. I was looking for a new game to mod, and I found one!!

Edit: Of course, only if the administrator allows me to build this map!!
Title: Re: Hello!! And a new map.
Post by: coolzeldad on August 19, 2009, 11:18:59 AM
It's no big deal, you can build anything you want xD

As for the water rising, I believe it is a lua event.

That is, as long as you make the water a door entity with proper movement, the lua will trigger the door.

If anybody knows more feel free to correct me!

Thanks and good luck!
-coolz
Title: Re: Hello!! And a new map.
Post by: Minic on August 20, 2009, 01:57:30 AM
Hey, bit of information here. Coolzeldad would be correct, don't know if you know lua, but its pretty straight forward if you know Hammer. :P

Code: [Select]
function RaiseWater()
for k, v in pairs(ents.FindByName("water")) do
v:Fire("Open","",0)
end
end

function LowerWater()
for k, v in pairs(ents.FindByName("water")) do
v:Fire("Close","",0)
end
end

If you're unfamiliar with lua, I'll try to explain.

Each function for raise and lower, finds ALL water entities named "water" on the map. Then fires "Open", and "Close" events... Much like doors. So, you basically just make the water, work like a door... The game mode itself will fire off the events, and magic... The water works. ;D

For instance, if you are in Garry's Mod. Testing your map single-player.

Run this command in console to test water raise.

Code: [Select]
lua_run for k,v in pairs(ents.FindByName('water')) do v:Fire('Open','',0) end
And run this command to test lowering it.

Code: [Select]
lua_run for k,v in pairs(ents.FindByName('water')) do v:Fire('Close','',0) end
Good luck, hope to see a good map!

-Minic
Title: Re: Hello!! And a new map.
Post by: Butcher1993 on August 20, 2009, 09:19:14 AM
thanks!! I knew I had to put water as water, because i decompiled atlantas and looked to see what they put. That helps me alot, because i was gunna set up flood mod server just to test it lol. Thanks!
Title: Re: Hello!! And a new map.
Post by: Tomcat on August 26, 2009, 10:44:50 PM
lets say i make a zombie map but could some one convert it for me?
Title: Re: Hello!! And a new map.
Post by: coolzeldad on August 28, 2009, 08:15:58 PM
@tomcat: what do you mean convert?
Title: Re: Hello!! And a new map.
Post by: Tomcat on August 29, 2009, 09:50:33 AM
add green spawn areas also brekable props cuz i got a mall map i wanna add also
Title: Re: Hello!! And a new map.
Post by: coolzeldad on August 29, 2009, 12:52:02 PM
=o, well contributions are always welcomed

as long as it's always your original work :P
Title: Re: Hello!! And a new map.
Post by: Butcher1993 on August 29, 2009, 03:42:29 PM
lets say i make a zombie map but could some one convert it for me?

u dont need to convert anything, just compile it, save it as .vmt, then click run map.
Title: Re: Hello!! And a new map.
Post by: xxMingebaggerxx on August 30, 2009, 12:58:52 PM
hello, BYE BYE!
im evil :P