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Stripper:Source (Updated 2011-04-15)


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Austin
Senior Member
Join Date: Oct 2005
Old 04-29-2023 , 18:23   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #1831

Can someone show how to spawn a small crate that you can jump up on?
tx
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Weasel
AlliedModders Donor
Join Date: Apr 2004
Location: Undisclosed / Secure
Old 04-30-2023 , 16:53   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #1832

Quote:
Originally Posted by Austin View Post
Can someone show how to spawn a small crate that you can jump up on?
tx
For what game?
Need to know that, because the entities and their properties (including what models are available) may vary from game-to-game.

It's probably a "prop_static" or some other "prop_" entity, just need to get the model right.
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Austin
Senior Member
Join Date: Oct 2005
Old 04-30-2023 , 19:15   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #1833

Ah, right!
CSGO

I need a small crate I can jump up on to fix a bad ladder nav problem in a map.

Thanks!
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T4LLY
New Member
Join Date: May 2013
Old 05-26-2023 , 12:28   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #1834

Quote:
Originally Posted by Austin View Post
Ah, right!
CSGO

I need a small crate I can jump up on to fix a bad ladder nav problem in a map.

Thanks!
Why not use Stripper to fix the ladder issue? Dump the map and tweak the 'func_useableladder' ?
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finishlast
Senior Member
Join Date: Nov 2018
Location: In Reno with the vitamin
Old 07-01-2023 , 04:40   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #1835

Is it possible to move the spawn points of survivors? In this case No Mercy map 1
I tried to move info_survivor_position to new locations, later added point_viewcontrol_survivor thought it made a difference but nothing.

I thought the "targetname" "relay_intro_start" and "OnTrigger" "director,ForceSurvivorPositions,,0,-1" that is on the map would force the spawn on the new location.

They do spawn on other locations on the roof, but they dont spawn on the ground next to the building.

What am I missing here?!


Code:
modify:
{
    match:
	{
	"targetname" "survivorPos_intro_01"
	}
	replace:
	{
	"origin" "1141 17 91"   
	}   
}

modify:
{
    match:
	{
	"targetname" "camera_intro_survivor_01"
	}
	replace:
	{
	"origin" "1141 17 91"   
	}   
}

modify:
{
    match:
	{
	"targetname" "survivorPos_intro_02"
	}
	replace:
	{
	"origin" "1141 37 91"   
	}   
}

modify:
{
    match:
	{
	"targetname" "camera_intro_survivor_02"
	}
	replace:
	{
	"origin" "1141 37 91"   
	}   
}



modify:
{
    match:
	{
	"targetname" "survivorPos_intro_03"
	}
	replace:
	{
	"origin" "1141 47 91"   
	}   
}
modify:
{
    match:
	{
	"targetname" "camera_intro_survivor_03"
	}
	replace:
	{
	"origin" "1141 47 91"   
	}   
}


modify:
{
    match:
	{
	"targetname" "survivorPos_intro_04"
	}
	replace:
	{
	"origin" "1141 67 91"   
	}   
}


modify:
{
    match:
	{
	"targetname" "camera_intro_survivor_04"
	}
	replace:
	{
	"origin" "1141 67 91"   
	}   
}
Or do I have to make the nav mesh there before trying to spawn something there?

edit: tried to spawn to a place with existing nav mesh but still nothing.

Solution:

I found the solution, you have to delete the original areas marked as PLAYER_START

Then you can set up your own nav, then mark that spot with MARK PLAYER_START.

Also see:

https://www.youtube.com/watch?v=9lGCulh5_Ls
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Last edited by finishlast; 07-01-2023 at 07:23.
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Weasel
AlliedModders Donor
Join Date: Apr 2004
Location: Undisclosed / Secure
Old 08-26-2023 , 17:22   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #1836

For anyone running a Fistful of Frags (FoF) server, and wants to disable the ridable-horses, this example replaces the ridable-horse entities (fof_horse) with the older non-ridable prop horses (npc_horse):

Code:
;;
;;	Replace rideable horses with prop horses ...
;;
modify:
{
	match:
	{
	"classname" "fof_horse"
	}
	replace:
	{
	"classname" "npc_horse"
	}
}
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