A few questions about mapping

Posted Jan 06, 2012
I'm a pretty new mapper and have released a WIP of a map a while ago. I've been doing some more work on the map but I don't know how to continue.

I have a few questions that I need answers to in order to finish my map.

How can I make an info_target more exact? At the moment, the player can move slightly in mid air and miss the spot I want them to land.

How can I rotate brushes in-game? I want some brushes, a faithplate, and some triggers to rotate when a player presses a button.

I will probably ask some more questions here when I need more help.

Thanks for any assistance you can provide.

Advertisement
Registered users don’t see ads! Register now!
Posted Jan 06, 2012
Replied 10 minutes later

Tyronis3 wrote:
I'm a pretty new mapper and have released a WIP of a map a while ago. I've been doing some more work on the map but I don't know how to continue.

I have a few questions that I need answers to in order to finish my map.

How can I make an info_target more exact? At the moment, the player can move slightly in mid air and miss the spot I want them to land.

If you're using an info_target for a faithplate you can set the "air control suppression time" to a value grater than zero so player movement is suppressed for the time set.

Tyronis3 wrote:
How can I rotate brushes in-game? I want some brushes, a faithplate, and some triggers to rotate when a player presses a button.

Parent them to a func_door_rotating, even objects that don't have a parent option can be parented, just disable smart edit and add a Parent parameter, with the value name of your func_door_rotating.

Tyronis3 wrote:
I will probably ask some more questions here when I need more help.

Thanks for any assistance you can provide.

That's where these forums are for ^^
Happy to help :smile:

Posted Jan 06, 2012
Replied 2 hours later

lpfreaky90 wrote:
even objects that don't have a parent option can be parented, just disable smart edit and add a Parent parameter

:eek: Why didnt I know this?

Posted Jan 06, 2012
Replied 3 minutes later
A better question is why isnt parent a default keyvalue for everything....
Posted Jan 06, 2012
Replied 12 minutes later
Damn orphans...
Posted Jan 07, 2012
Replied 3 hours later

CaretCaret wrote:
Damn orphans...


...and then the white man came.

I'm confused... Damn signatures...

Advertisement
Registered users don’t see ads! Register now!
Posted Jan 07, 2012
Replied 1 hour later

CaretCaret wrote:
lpfreaky90 wrote:

even objects that don't have a parent option can be parented, just disable smart edit and add a Parent parameter

:eek: Why didnt I know this?

If in doubt, start the game, open the console and type 'ent_info ' (ex: ent_info prop_weighted_cube). That will give you a list of all engine supported i/o. No, this doesn't show keyvalues, but certain i/o are bundled in base.fgd along with their respective keyvalues (example: SetParent support means you can have the 'parentname' keyvalue). I used this to edit my fgds to make Hammer allow sending Skin and Color inputs to Cubes, Buttons, and Turrets as well as enable the second color picker in the I/O panel for parameters (parenting only).