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CheeseDestroyer
18-02-2008, 23:51
Instead of creating many threads dealing with one subject, I thought it would be nice to have a help thread for mapping where everyone can ask their random map questions to be answered by experienced MB2 mappers...

I'll start it off, how do I rotate a spawn point?

Yzmo
18-02-2008, 23:55
In 1.5, with the Z-rotate button, in 1.4 with the Angle buttons in the entity window

DarthNormaN
18-02-2008, 23:56
select it, press N, key: angle, value: "enter a number between 1 and 359 here" :)
EDIT: or what Yzmo said.. (arent you supposed to be in bed already?) :p

CheeseDestroyer
19-02-2008, 00:12
Thanks! Now how do I make an elevator?

Azuvector
19-02-2008, 00:34
select it, press N, key: angle, value: "enter a number between 1 and 359 here" :)

You can actually use pretty much any number you want. Negative angles for rotating the other way tend to be easier to keep track of. -45 as opposed to 315. :P

CheeseDestroyer
19-02-2008, 00:49
yeah, I like the number one because i can make it perfect with numbers. I'm still trying to come up with an idea for a simple MB map that's fun

Shadriss
19-02-2008, 03:58
Elevators have two or three flavors, actually. The main methods are func_platforms, func_doors, and func_static with scripting. In terms of ease of use, I'd try them in the order I listed. That being the case, and fact also that I don't use the first two anymore (and so can't really remember how to use them, with the exception of the Door, which I use... as a door...) I'll let others explain it.

Now, if you want a full explination on the func_static and scripting method (which enables multi-floor elevators, among other things) let me know... but be warned, it can be VERY complex.

Oblivion11
23-02-2008, 23:35
simple lifts (or elevators for you americans :D ) are easiest to make with a func_platform. Make the brush of the lift in the RAISED position (where its going to move to) and give it the player_use spawnflag. Type in Key height, and in Value, however high you want it to go. You can measure it on the grid, or use trial and error by testing the map :P if you wanna do it with buttons or whatever, add me on xfire. oblivion1122

CheeseDestroyer
27-04-2008, 23:28
Thanks, I'll try that. Don't got an xfire.

Shadriss
27-04-2008, 23:38
Then Get One!

Kazi
28-04-2008, 04:24
Personally, whenever I started (and never finished) every single map, I used func_doors for my elevators.

Shadriss
28-04-2008, 15:50
Which is evil, Kazi. Very evil. Well... personally, I find it evil, anyhow.

Yzmo
28-04-2008, 20:14
So how do you do it?

Shadriss
28-04-2008, 20:59
I'm a func_static and scripting guy. Takes more work, but it's a lot more powerful in terms of how it can move, how fast it moves, and the directions it can move in.

Sovario
28-04-2008, 22:17
This might be totally irrelevant, but when will a program be made specifically for JK mapping where you can easily tell the program I want this thingy to be capable of going up and down, AKA elevator. Or whatever. Or make this thing break when I shoot it >< I hate codes.

Gabriel
28-04-2008, 23:47
GTKRadiant pretty much has that covered, there's a func_elevator and func_door you can use as platforms going up and down, and there's a func_breakable for all your breaking needs :p

mcrib!
29-04-2008, 04:34
info_playerstart

ftw