Ritualistic Forums

Go Back   Ritualistic Forums > Ritual Entertainment Games > Condition Zero & CS Xbox

Reply
 
Thread Tools Display Modes
Old 04-09-2004, 10:21 AM   #26
Rusty_le_Cyborg
Experienced
 
Rusty_le_Cyborg's Avatar
 
Join Date: Jan 2004
Posts: 135
Default Re: Deleted Scenes .fgd

Ah right..thanks. Not used any of those before. I think I will stick with just playing around with text files :-)

Cheers for now
Rusty_le_Cyborg is offline   Reply With Quote
Old 04-09-2004, 03:41 PM   #27
Aaron
Newbie
 
Join Date: Apr 2004
Posts: 9
Default Re: Deleted Scenes .fgd

Known problems: some monster terrorist entities dont load right because the entity name exceeds the 32 chr max [img]/forums/images/graemlins/frown.gif[/img]
Aaron is offline   Reply With Quote
Old 04-09-2004, 04:00 PM   #28
Aaron
Newbie
 
Join Date: Apr 2004
Posts: 9
Default Re: Deleted Scenes .fgd

Join my update mailing list!
it seems necessary since Ill be doin alotta work on it and I dont wanna post it all in here [img]/forums/images/graemlins/smirk.gif[/img]
Aaron is offline   Reply With Quote
Old 04-09-2004, 05:42 PM   #29
Gambit
Regular
 
Join Date: Sep 2003
Posts: 53
Default Re: Deleted Scenes .fgd

What does that code do? And where do i put that
Gambit is offline   Reply With Quote
Old 04-09-2004, 07:14 PM   #30
kanaeda
Veteran
 
kanaeda's Avatar
 
Join Date: Apr 2002
Location: Seattle, Washington
Posts: 382
Default Re: Deleted Scenes .fgd

you copy/paste it into a text file and save it with the .fgd extension. this new text file is then loaded into Valve's Hammer editor (ok, so it's really Worldcraft with a different name - we're not dumb) to support the new entities that were added for the deleted scenes portion of Condition Zero.
kanaeda is offline   Reply With Quote
Old 04-09-2004, 08:01 PM   #31
Aaron
Newbie
 
Join Date: Apr 2004
Posts: 9
Default Re: Deleted Scenes .fgd

ya most terrorist assault rifle and sniper rifle entities dont load right ....gotta ask them to make a private build just for this hope they make it [img]/forums/images/graemlins/grin.gif[/img]
......I found a bunch of new entities if ne1 wants it , sign up with my mailing list and itll be on its way to u soon
Aaron is offline   Reply With Quote
Old 04-10-2004, 06:53 PM   #32
Aaron
Newbie
 
Join Date: Apr 2004
Posts: 9
Default Re: Deleted Scenes .fgd

Lastest fgd
Aaron is offline   Reply With Quote
Old 04-11-2004, 09:11 AM   #33
Gambit
Regular
 
Join Date: Sep 2003
Posts: 53
Default Re: Deleted Scenes .fgd

what will happen if you put this fgd in your czero mp directory?
Gambit is offline   Reply With Quote
Old 04-11-2004, 10:50 PM   #34
Aaron
Newbie
 
Join Date: Apr 2004
Posts: 9
Default Re: Deleted Scenes .fgd

nothing different from any other directory
Aaron is offline   Reply With Quote
Old 04-13-2004, 06:51 AM   #35
NoBody
Newbie
 
Join Date: Mar 2004
Posts: 4
Default Re: Deleted Scenes .fgd

cool some one made it before i was even half way [img]/forums/images/graemlins/laugh.gif[/img]. by the way i extracted a full list of entitys in cz i will send it to you when i get home
NoBody is offline   Reply With Quote
Old 04-17-2004, 11:04 AM   #36
NoBody
Newbie
 
Join Date: Mar 2004
Posts: 4
Default Re: Deleted Scenes .fgd

heres the full list of entitys that CZ-deleted suports
entity list
NoBody is offline   Reply With Quote
Old 04-17-2004, 12:28 PM   #37
Michele
Regular
 
Michele's Avatar
 
Join Date: Mar 2004
Location: Parma, Italy
Posts: 74
Default Re: Deleted Scenes .fgd

Maybe someone that has experience in use can say how some of the new entities work (i'm not talking about npc and weapons). Anyway, great work, both Nobody and Aaron.
Michele is offline   Reply With Quote
Old 04-19-2004, 01:18 AM   #38
kanaeda
Veteran
 
kanaeda's Avatar
 
Join Date: Apr 2002
Location: Seattle, Washington
Posts: 382
Default Re: Deleted Scenes .fgd

trigger_changekeyvalue - this can be really helpful in saving entities due to half-lifes crappy max entity limit. basically it works like this...

targetname => name of trigger entity
target => name of entity you want to change

now, here's where it gets a bit tricky. you enter valid key/value pairs and it re-assigns these values to the entity listed as the 'target'. the only thing you can *not* change is rendering-related values like what skin an npc uses, or what weapon he carries.


trigger_sequence - this one's pretty obvious. give it a targetname, and then assign it a sequence file to use, like so...

sequence_id => looping_stoplight


all the monster entities are pretty straightforward. place one, it's the listed monster with the listed weapon.

unless things changed drastically, the trigger_zipline was buggy as all hell, easily broken in-game, and could only point in one particular diraction in world-space.

trigger_killtarget does just that... kills a target outright, regardless of health and armor.

the trigger_usetool is for the new 'gadgets' like the radio and fibercam.

toolset => what item it requires. these are standard quake/hl numerical values (1, 2, 4, etc). not sure what each one is; experimentation should work out alright as they put a hud indicator on-screen when inside the trigger volume.

toolname => treat it like a targetname, what is activiated when the tool is used.

target => entity to activate when entering the trigger volume.
targetname => name of trigger entity

i'm pretty sure it also has the standard brush-based trigger spawnflags.

Item_generic - used for misc. modeled geometry in the world.

model => path and name of .mdl file (ex. models/props/trash.mdl)

that's most of the important stuff. i can try and answer any other questions that might pop up. hopefully somebody else can help fill in the blanks as well.
kanaeda is offline   Reply With Quote
Old 04-19-2004, 12:56 PM   #39
Michele
Regular
 
Michele's Avatar
 
Join Date: Mar 2004
Location: Parma, Italy
Posts: 74
Default Re: Deleted Scenes .fgd

Ok,i've learned how work most of the entities described by Kanaeda (trigger_usetool, item_generic).

What i don't understand what is are for example:
(referring to the list made by NoBody)

-Bodyque
-The diffrence beetween env_snow/env_rain and func_snow/func_rain
-cycler_prdroid
-node_viewer
-node_viewer_fly/human/large....
-testhull
-trigger_incognito (maybe something like trigger_stealth?)
-trigger_hud
entities easy to know what is, but how does work?
-env_randomweather
Michele is offline   Reply With Quote
Old 04-22-2004, 10:25 PM   #40
NoBody
Newbie
 
Join Date: Mar 2004
Posts: 4
Default Re: Deleted Scenes .fgd

i investigated the maps for answers

env_rain

brush based

key: model
value1: *4
(not nessersary)

env_snow

brush based

key: model
values: *205
(not nessersary)

key: rendercolor
value1: 0 0 0
(not nessersary)

i am not saying this is all they can but thats all that i encountered in the maps

func_snow, func_rain, bodyque, cycler_prdroid, node_viewer/_fly/_human/_large,
testhull and env_randomweather was never used in any of the maps

trigger_incognito
key: targetname
value: under_cover
(its only used in the levels wher you deliver a back to the drug lord, and it probably workes in conjunction with a script)


trigger_hud

key: targetname
value1: somthing

key: display
value1: 0 (hide hud)
value1: 1 (display hud)
usual used to hid the hod on a scripted movie or when weapons are taken/given.
NoBody is offline   Reply With Quote
Old 04-23-2004, 04:15 AM   #41
Michele
Regular
 
Michele's Avatar
 
Join Date: Mar 2004
Location: Parma, Italy
Posts: 74
Default Re: Deleted Scenes .fgd

I've tried func_rain and func_snow; and they are nearly like env_rain/snow.
I'm wondering if there is a way to set the radius of the rain, because i've noticed that the rain not affect all the map, but only a circular area around the player (and that move when the player move).
Michele is offline   Reply With Quote
Old 04-23-2004, 05:33 PM   #42
kanaeda
Veteran
 
kanaeda's Avatar
 
Join Date: Apr 2002
Location: Seattle, Washington
Posts: 382
Default Re: Deleted Scenes .fgd

my guess is that's for performance reasons. the environmental effects aren't cheap, and this is an 8+ yr old game engine (quake) on the inside.

trigger_incognito -> the beginning of the turncrank mission has you going in under-cover (incognito). I'm pretty sure the trigger is used to toggle this state on and off. It prevents the enemy AI from treating you like a target while 'under-cover'.
kanaeda is offline   Reply With Quote
Old 05-05-2004, 12:34 AM   #43
ry3456
Rookie
 
Join Date: May 2004
Posts: 13
Default Re: Deleted Scenes .fgd

I have a problem with making a map for DS. When the player spawns he can move but cannot turn left and right, only can look straight forward and walk in any direction.
ry3456 is offline   Reply With Quote
Old 05-05-2004, 04:07 AM   #44
Michele
Regular
 
Michele's Avatar
 
Join Date: Mar 2004
Location: Parma, Italy
Posts: 74
Default Re: Deleted Scenes .fgd

Mybe it can be a mouse or a control problem. The maps i've made have no problem like this. Don't think is a mapping problem, but maybe you have put the player into a solid or a brush-based entity and this is the cause (just an idea).
Michele is offline   Reply With Quote
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT -5. The time now is 12:20 PM.


Powered by vBulletin® Version 3.6.3
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.