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[Tutorial] Creating brush entities


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Sammy-ROCK!
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Join Date: Jun 2008
Location: Near Mrs.Lag
Old 06-15-2010 , 16:34   Re: [Tutorial] Creating brush entities
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How did you find out about the m_vecMins and m_vecMaxs?
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blodia
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Join Date: Sep 2009
Location: UK
Old 06-15-2010 , 16:53   Re: [Tutorial] Creating brush entities
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i tested most netprops/dataprops over the years as i wanted to know what they did in case i ever needed them. the name gave some clue to what it did, you can use it to change the bounding box on any entity, be warned some entities will reset it r.g player bounding boxes are reset in one of the thinks, its resized depending on player movement e.g standing or crouching.
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CarlZalph
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Join Date: May 2010
Old 06-16-2010 , 12:40   Re: [Tutorial] Creating brush entities
Reply With Quote #3

Quote:
Originally Posted by Sammy-ROCK! View Post
How did you find out about the m_vecMins and m_vecMaxs?
If I recall, the TF2 Engineer building builder has the vector bounds to create them.

Without 'em, collision is not there, or it errors.
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henbus
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Join Date: Jun 2010
Old 06-20-2010 , 23:24   Re: [Tutorial] Creating brush entities
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hi guys ive been trying to learn how to mod. ive been following the valve tutorials at developer.valvesoftware.com/wiki. But I am stuck on the section that teaches you how to author a brush entity http://developer.valvesoftware.com/w...a_Brush_Entity

Apparently I dont have the triggers.h and triggers.cpp files which are needed for functions that allow you to play with brush entities. So basically I can't program my brush entities. So i was wondering is this tutorial like an alternative to teaching us how to program brush entities?
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blodia
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Join Date: Sep 2009
Location: UK
Old 06-21-2010 , 07:08   Re: [Tutorial] Creating brush entities
Reply With Quote #5

this section is for source pawn related tutorials and snippets, you're better off asking in the metamod:source section.
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Monkeys
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Join Date: Jan 2010
Old 02-16-2011 , 18:13   Re: [Tutorial] Creating brush entities
Reply With Quote #6

What could cause a spawned brush to not show up at all, without any errors?
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databomb
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Join Date: Jun 2009
Location: california
Old 02-16-2011 , 22:39   Re: [Tutorial] Creating brush entities
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Wow, I didn't think this was possible! Has anyone tried using a func_precipitation to see if it can rain/snow? Or is this something that isn't possible to spawn after the map starts?
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Monkeys
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Join Date: Jan 2010
Old 02-16-2011 , 23:10   Re: [Tutorial] Creating brush entities
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Quote:
Originally Posted by databomb View Post
Wow, I didn't think this was possible! Has anyone tried using a func_precipitation to see if it can rain/snow? Or is this something that isn't possible to spawn after the map starts?
It should be possible. I believe some "theme" mods use it.
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blodia
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Old 02-17-2011 , 14:35   Re: [Tutorial] Creating brush entities
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Quote:
Originally Posted by Monkeys View Post
What could cause a spawned brush to not show up at all, without any errors?
hhm not sure, what entity and what game?
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Monkeys
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Join Date: Jan 2010
Old 02-18-2011 , 04:00   Re: [Tutorial] Creating brush entities
Reply With Quote #10

Quote:
Originally Posted by blodia View Post
hhm not sure, what entity and what game?
func_respawnroomvisualizer in TF2.
I know there wouldn't be a texture (the noentry one) because you need to set it in Hammer, but it should at least block the people of a different team.

(I set the respawnroomname correctly, and enabled it, but no luck)
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