Qbk Posted August 2, 2006 Share Posted August 2, 2006 Hi again. I want to add a Shield Converter at the MP map. I'm using an Entity Editor. I've tried to add this by code: { "classname" "misc_shield_floor_unit" "origin" "bla bla bla" "nodrain" "1" } But it was ineffectual. This type of Shield Converter is allowed only in the Siege gametype. When, i've tried to add "misc_model_shield_power_converter" (JK2 Entity): { "model " "models/items/power_converter.md3" "origin" bla bla bla" "classname" "misc_model_shield_power_converter" "angle" "90" "count" "1" } But this is terrible too. This object is appers, but when i use it, my server is crashing by error: S_FindName: Empty name (i think, the problem is in the sound during the use). I havnt more ideas. Somebody help me. Link to comment Share on other sites More sharing options...
Qbk Posted January 10, 2007 Author Share Posted January 10, 2007 ^ Up ^ Link to comment Share on other sites More sharing options...
Johnpp Posted January 10, 2007 Share Posted January 10, 2007 What is a Shiald Converter? I have heard of one but I cant remember what it is ingame. Link to comment Share on other sites More sharing options...
Qbk Posted January 10, 2007 Author Share Posted January 10, 2007 What is a Shiald Converter? I have heard of one but I cant remember what it is ingame. Look at my avatar Link to comment Share on other sites More sharing options...
Johnpp Posted January 11, 2007 Share Posted January 11, 2007 Oh... Hehe. Don't I feel dumb. Well it could be in 'Items' but I have no clue sorry. Anyone else know? Link to comment Share on other sites More sharing options...
Gug Eyewalker Posted January 22, 2007 Share Posted January 22, 2007 Ya know I dont have GTK radiant on this machine so I cant recall exactly, but I beleive it is a misc_item, but adding a misc_model doesnt do anything but put in eye candy and is useless in your case. if you have the q3map2 converter you can take any .bsp and convert it to a .map file readable by gtkradient, and learn all kinda tricks from the maps included with the game, IF you can interpret it hehehe. Waitaminute, the uh first one, misc_shield_floor_unit should be it, at least it works in SP, but I don't recall ever seeing one in MP, once is used its gone UNLIKE everything else in MP that respawns. You may not be able to use it in MP. Link to comment Share on other sites More sharing options...
CalcProgrammer1 Posted January 23, 2007 Share Posted January 23, 2007 That entity doesn't spawn in MP (at least not FFA, while in baseJKA), through a mod it will load (lugormod) and can be placed in Radiant. However, this will not spawn when using plain (base) JKA. I've been looking as well but I guess there's no good way to do this. I guess you could make the model of it, put a trigger around it, and make it give shield somehow (though I'm not sure how). Link to comment Share on other sites More sharing options...
Tinny Posted January 23, 2007 Share Posted January 23, 2007 I swear, there were machines in some jo maps that made your sheild go up and slow recharged. I believe there maybe in ja as well. Have you tried decompiling those maps and seeing how they do it? Link to comment Share on other sites More sharing options...
Sith Dagger Posted January 24, 2007 Share Posted January 24, 2007 Decompiling is pointless, and Illegal... Its pointless because it ruins loads of entities, screws up textures, and just overall messes up the map. I believe it is against the rules on most forums to speak of Illegal things, so cut it out! Link to comment Share on other sites More sharing options...
CalcProgrammer1 Posted January 29, 2007 Share Posted January 29, 2007 It is a misc_shield_floor_unit (and also there is a misc_ammo_floor_unit) but they don't spawn in FFA by default...I'm pretty sure you need a mod to make them work. Link to comment Share on other sites More sharing options...
ensiform Posted January 29, 2007 Share Posted January 29, 2007 It only spawns in ctf, cty, and siege in jka mp. g_misc.c: if (g_gametype.integer != GT_CTF && g_gametype.integer != GT_CTY && g_gametype.integer != GT_SIEGE) { G_FreeEntity( ent ); return; } Ammo ones spawn in all though. Link to comment Share on other sites More sharing options...
ensiform Posted January 29, 2007 Share Posted January 29, 2007 Decompiling is pointless, and Illegal... Its pointless because it ruins loads of entities, screws up textures, and just overall messes up the map. I believe it is against the rules on most forums to speak of Illegal things, so cut it out! Wrong, if you are not actually using the map itself and just looking for some specific info its completely fine. And if you're using q3map2 to decompile it only messes up texture alignments and some light entities are gone unless the map has _keepLights set to 1 i believe. How do you think people go figure out origins of certain exact entities, etc. They decompile and open in radiant. lol That's basically how I do my fix brushes by getting mins/maxs and figuring out the origin and then putting my fix brushes into my format. Is also how I figured out the exact spawn entity on ctf3 that was incorrect for the team color that it was in. Link to comment Share on other sites More sharing options...
Gug Eyewalker Posted January 30, 2007 Share Posted January 30, 2007 Agreed. Its the best way to learn how to map. There is loads of information there. Redistributing compiled maps is pointless because they are dilapadated, which makes the previouse pointless point mute. Link to comment Share on other sites More sharing options...
Qbk Posted February 1, 2007 Author Share Posted February 1, 2007 yeah, thanx, dudes. misc_ammo_floor_unit spawns in all gametypes, but shield_unit is not. Topic closed. Link to comment Share on other sites More sharing options...
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