Emancipation Grids - How To?

Avatar
espen180
307 Posts
Posted Oct 17, 2007
Okay, so I have my trigger_portal_cleanser covering the area, and I managed to make it look like the official grids, but it doesn't emancipate the cubes I throw into it.

Has anyone managed to find this out? I think it would be a trigger_multiple the an output:
Output Name: OnTrigger
Target Entity: !activator
Input Name: Emancipate

Or something like that. Whoever who can, please help me.

Advertisement
Registered users don't see ads! Register now!
Avatar
Mister White
8 Posts
Posted Oct 17, 2007
Replied 53 minutes later
Did you look at the official maps i have some decompiled i you want them...
Avatar
Spacemonkey
34 Posts
Posted Oct 17, 2007
Replied 5 minutes later
You could try a 'Func_phystrap' brush, and set the flag to 'physics objects'.

However this would also remove energy ball, however is done produce that cool fizzle effect.

Avatar
Artesia
238 Posts
Posted Oct 17, 2007
Replied 17 minutes later
function_portal_cleanser
in flags check the "everything" box

one question, how did you get the particle system working so it looks like the ones in the game? I thought it wasn't working yet unti l the sdk was released

Avatar
msleeper
4,095 Posts
Member
Posted Oct 17, 2007
Replied 13 minutes later

Artesia wrote:
one question, how did you get the particle system working so it looks like the ones in the game? I thought it wasn't working yet unti l the sdk was released

You have to manually put in an info_particle_system (not sure if that is right). The best way to do it is to copy one from an official map, since that is apparantly included in the new base FGD which we don't have yet.

Avatar
espen180
307 Posts
Posted Oct 17, 2007
Replied 33 minutes later
I'll try this tomorrow. Thanks guys.
Avatar
EMUGOD
34 Posts
Posted Oct 17, 2007
Replied 3 hours later
i've seen these decompiles maps mentioned where can i get them? i have some ideas which they'd be a great help for (cinematic sequences like the beginning, in particular).
Avatar
msleeper
4,095 Posts
Member
Posted Oct 17, 2007
Replied 3 minutes later
||### DECOMPILING MAPS AND "RE-USING" CONTENT IS THE BIGGEST FUCKING NO-NO YOU CAN DO. DO THIS AND YOU WILL BE BRANDED A FUCK TARD FOREVER AND I'LL PROBABLY BAN YOU. DECOMPILING MAPS SHOULD BE DONE ONLY FOR EDUCATIONAL PURPOSES ONLY, SUCH AS SEEING HOW CERTAIN ENTITY SETUPS ARE DONE - AND THAT'S IT! YOU'VE BEEN WARNED, EVERYONE.

Google for vmex, it is a Source map decompiler. Use at your own risk.||

Avatar
Ralph
59 Posts
Posted Oct 17, 2007
Replied 1 minute later
Edit: Less helpful in light of the last post
Avatar
EMUGOD
34 Posts
Posted Oct 17, 2007
Replied 8 minutes later

msleeper wrote:
||### DECOMPILING MAPS AND "RE-USING" CONTENT IS THE BIGGEST FUCKING NO-NO YOU CAN DO. DO THIS AND YOU WILL BE BRANDED A FUCK TARD FOREVER AND I'LL PROBABLY BAN YOU. DECOMPILING MAPS SHOULD BE DONE ONLY FOR EDUCATIONAL PURPOSES ONLY, SUCH AS SEEING HOW CERTAIN ENTITY SETUPS ARE DONE - AND THAT'S IT! YOU'VE BEEN WARNED, EVERYONE.

Google for vmex, it is a Source map decompiler. Use at your own risk.||

yea, i just want to see how the first sequence works, where the pod opens and you get out (instead of just starting you out next to one).

Avatar
msleeper
4,095 Posts
Member
Posted Oct 17, 2007
Replied 4 minutes later
Fair enough. I can't describe how much I dislike vmex since some people think that they can "recycle" official map content, slap in some new entities and call it their own. Such as the 3 million "de_dust_2007_party_v16" maps out there, or some idiot on another forum who basically was calling the SDK VMF of the last City 17 map his own.
Avatar
youme
937 Posts
Posted Oct 18, 2007
Replied 23 hours later

The "incandesent partical beam"

....

  • Make a brush for the cleanser field, - 1 block thick and make it a trigger_portal_cleanser, Flag Clients and Everything

  • create an entity in the center of the cleanser field. Give it a class name of info_particle_system and give it the following keyvalues:

start_active "1"
effect_name "portal_cleanser"
angles 0 0 0
hammerid "000001"

  • Make sure the angle of the entity is parallel with the cleanser field.
Avatar
zuwiki
37 Posts
Posted Oct 18, 2007
Replied 1 hour later

youme wrote:
The "incandesent partical beam"

....

  • Make a brush for the cleanser field, - 1 block thick and make it a trigger_portal_cleanser, Flag Clients and Everything

  • create an entity in the center of the cleanser field. Give it a class name of info_particle_system and give it the following keyvalues:

start_active "1"
effect_name "portal_cleanser"
angles 0 0 0
hammerid "000001"

  • Make sure the angle of the entity is parallel with the cleanser field.

Added (quick & dirty however) to the wiki with credit. I'm of the opinion that any knowledge posted in the forums (or anywhere else) should be on the wiki.

Avatar
msleeper
4,095 Posts
Member
Posted Oct 18, 2007
Replied 2 minutes later
Good man! Someone will clean it up eventually I'm sure, just as long as it is there and doesn't get lost in the bowels of the forum!
Avatar
Angel_Mapper
35 Posts
Posted Oct 20, 2007
Replied 1 day later
Weird, there is no such stigma in the Unreal community, granted I've never heard of someone claiming a modified official map as their own.
Avatar
msleeper
4,095 Posts
Member
Posted Oct 20, 2007
Replied 33 minutes later

Angel_Mapper wrote:
Weird, there is no such stigma in the Unreal community, granted I've never heard of someone claiming a modified official map as their own.

Very true, but with Unreal maps, there is no such thing as compiling. That's one of the beauties of a CSG engine, but I digress.

Avatar
Angel_Mapper
35 Posts
Posted Oct 20, 2007
Replied 45 minutes later
Au contraire, Unreal is a CSG engine, and you do compile the maps (just, to the same file as the source ).
Avatar
msleeper
4,095 Posts
Member
Posted Oct 20, 2007
Replied 4 minutes later
Well, you don't compile it in the same sense you compile BSP maps, but I don't think I need to explain the differences between BSP and CSG to you.
Avatar
Ralph
59 Posts
Posted Oct 20, 2007
Replied 54 minutes later
Wikipedia says both unreal and source use CSG, I am thinking the difference you mean is that unreal* starts with a solid world and you carve out your level, where as quake/source starts empty and you add solids to make your level.

Hammer may support CSG but its not procedural as the term is usually used, only the final result is stored.

*Unreal 1 did, maybe this has changed in the decade since.

Advertisement
Registered users don't see ads! Register now!
Avatar
youme
937 Posts
Posted Oct 20, 2007
Replied 5 minutes later
mutters under breath This thread is off topic

who said that! looks around wildly