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DLC2 VScripts Override

Various modifications to the game's files to improve mapmaking in general.

FGD Changes:
- [url=http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=507]Skotty's FGD stuff[/url] (With some tweaks)
- New icons for point_templates, point_server/clientcommands, point_teleport, etc
- Credit to :[url=http://forums.tf2maps.net/showthread.php?t=4674]The TF2 Ultimate Mapping Resource Pack[/url], [url=http://www.necrotalesgames.com/tools/index.php]ZPS: Supplemental Hammer Icons[/url] and [url=http://halflife2.filefront.com/file/HalfLife_2_Upgraded_Base_FGDs;48139]ts2do's HL2 FGDs[/url] for the various icons.
- Fake keyvalues for turrets, cubes and funnels that let you choose the model that will be displayed in hammer.
- Rendermode, EnableDraw/DisableDraw commands, Parenting properties etc added to many items if they can use them.
- Custom editor model for prop_indicator_panel, making it easy to ensure perfect alignment and correct orientation for both modes.
- Custom model for prop_portals and placement_helpers to show the orientation easier (arrow points upward)
- More Auto Visgroups to categorise basically everything (test element only visgroup, antlines, buttons, instances visgroup, basically anything I could think of)

Vscript changes:
- Choose a random elevator video in unpublished maps (video_splitter.nut)
- In unpublished maps, play a random Cave DLC2 quote. (dlc2_vo.nut)
- Onscreen notification when the vote screen is triggered (voting_dialog.nut)
- Script to change models to custom versions for prop_buttons, prop_weighted_cube (ts_model_change.nut)

Models: (these are mostly reskins/recompiles of Valve models and originally made for PTI styles, but they could be useful for pure Hammer maps.)
They're all in props_ingame/, excluding the underground companion cube which is in props_underground/.
- [p1_button()] P1 button modified to work correctly with prop_buttons
- [under_ccube()] Old Aperture Companion Cube (set the cube to the antique type)
- [rusty_reflect()] Rusty reflection cube with correct gel skins (Use on a cube that was set to the clean variant)
- [rusty_box()] Version of the normal cube with rusty skins in place of the normal one (Allows having a rusty cube show gel skins)
- [p1_cube()] P1 Storage/Companion cube (with additional skins to match the P2 metal_box model)
- [p1_ball()] P1 sphere (with gel skins)
- P1-inspired laserfield emitter (Black exterior with red "lights")
- Variations of the PeTI arm_4panel, arm_4panel_glass and arm_8panel models with the other arm64 skins (dirty, red lights, etc)
To use the cubes or button, set "ts_change_model.nut" as the entity script and RunScriptCode the appropriate function. For the other models set as prop_dynamic.

Instances:
- A P1 pedestal button which uses the custom model as well as the more mechanical P1 tick-tock sound (tspen/p1_button).
- A nodraw room to precache the custom cubes, and p1 pedestal button.

File Name: HammerAddons_v1.7z
File Size: 2.92 MiB
Click here to download Hammer Addons

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]

I was hoping it would fix the thumbnail loading circle in the voting screen :/

EDIT: Also, what does the third one do again? I don't get it.

It pops up an onscreen message, so you don't need to look in the dev console to tell whether or not your end-of-level trigger works.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]