#31
It's all clear, i get a testmap running, but as soon as game begins, it's over, i win because... i'm the only one on the map!!!

 

You eliminated all opposing force!

 

> well, how do you add bots when you practice your maps guys? Thank you for your help^^

 

(edit: easy, use the nav_generate command in the console! (need to use sv_cheats 1 to enable cheats first!)

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#32
Devs do you have any idea why prop_dynamic isn't working for animated props (ceiling fan/rug)? I know I can use func_rotating but the animated props would be more convenient.


Also is there ever a chance of adding cs:go assets (textures & models)? It would allow for a wider variety of maps to be created, right now there's not much to work with if you're trying to do a theme aside from middle eastern, I know this game is 'Insurgency' but some maps based elsewhere would be nice.
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#33
Could you make a quick and clear how-to on setting up a VIP map? What entities, how to set the mapname.txt file, and specific tips.


Same goes for that mode with the random two caches to find.


And that 5 objectives mode with one weapon cache allowing reinf on each side?



Firefight has been greatly detailed many times, thanks. Now them other buggers! Please! Thanks for your answers!
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#34
Hello all... I am trying my hand at mapping... I have a start on what I am working but would like to see it in game before i continue to see i have any problems scale wise. I am trying to setup the CPsetup.txt . Does insurgency not have a "team deathmatch" style game play. If so what do i need top place in my txt file. The reason i ask is cause this is a small map and push style wouldn't work well.

Quote:"cpsetup.txt"

 

"occupy"
{  
"spawnzones" 

"0" "spawnzone_1" 

}
}
 

 

Occupy would work just more of a king of the hill type. Thanks. Stephen

 

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#35
What's up with skirmish?


Edit: You're probably better off reading the developer tut on GameBanana than what I posted


This!
Code:
"cpsetup.txt"{
    // SDK_Skirmish supported modes
    // - Skirmish
        "skirmish"    {
        "controlpoint"        "cp_1"
        "controlpoint"        "cp_2"
        "controlpoint"        "cp_3"
        "controlpoint"        "cp_4"
        "controlpoint"        "cp_5"
        "spawnzones"
        {
            "disablespawns" "1"
            "0"  "spawnzone_skirmish"
        }
        
        "entities"
        {
                // Cache A
            "obj_weapon_cache"
            {
                "origin"        "384 0 -1012"
                "angles"        "0 0 0"
                "targetname"    "cache_1"
                "teamnumber"    "2"
                "ControlPoint"    "cp_1"
                "TakeDamageBullets" "0"
            }
            "point_controlpoint"
            {
                "origin"        "384 0 -880"
                "angles"        "0 0 0"
                "targetname"    "cp_1"
            }
                // Cache E
            "obj_weapon_cache"
            {
                "origin"        "2688 0 -1012"
                "angles"        "0 0 0"
                "targetname"    "cache_5"
                "teamnumber"    "3"
                "ControlPoint"    "cp_5"
                "TakeDamageBullets" "0"
            }
            "point_controlpoint"
            {
                "origin"        "2688 0 -880"
                "angles"        "0 0 0"
                "targetname"    "cp_5"
            }
        }
    }
}
Load using "map sdk_skirmish skirmish" in console

note: using "map 'map_name' 'gamemode'" will load any map with desired gamemode if supported by the level.


[ATTACHMENT NOT FOUND]

I've uploaded an updated SDK_Skirmish.VMF file as well. If you're interested in checking it out, grab the attached zip, extract and compile the vmf, and copy the code above into a text file and save it in insurgency2/insurgency/maps


Notes:
  • point_controlpoints for caches should not have an associated trigger_capture_zone.
  • caches need to exist in the level, and are treated like any other objective
  • open your vmfs in notepad or similar to retrieve origins and angles


Edit: Note, the vmf has unnecessary entites based on the developer updates on the gamebanana page.
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#36
http://www.reddit.com/r/insurgency/comme...ht/cjgic7h

 

Quote:<div>
Well, they are the two most popular game modes. Skirmish is third most popular.

In our next update, Push has a fourth 'last stand' cache objective. When C is captured, defenders lose their waves and must hold off the remaining waves of attackers. It's quite fun, if it's not too lopsided in the attacker's favour.


</div>
 
 

Ok, this is really cool.

Code:
"push"
    {
        "AttackingTeam"        "security"
        "controlpoint"        "push_cap_a"
        "controlpoint"        "occupy_cap"
        "controlpoint"        "push_cap_c"
        "controlpoint"        "cachepoint_final"
        
        "spawnzones"
        {
            "disablespawns" "1"
            "0"  "spawnzone_1"
            "1"  "spawnzone_2"
            "2"  "spawnzone_3"
        }
        
        "entities"
        {
            // Final Cache
            "obj_weapon_cache"
            {
                "origin"        "-4635 2839 208.031250"
                "angles"        "0.000000 89.430779 0.000000"
                "targetname"    "cache_final"
                "teamnumber"    "3"
                "ControlPoint"    "cachepoint_final"
                "TakeDamageBullets" "0"
            }
            "point_controlpoint"
            {
                "origin"        "-4635 2839 280.031250"
                "angles"        "0.000000 89.430779 0.000000"
                "targetname"    "cachepoint_final"
            }    
        }            
    }

Is there an ETA on this?  Can/should push game modes developed for the contest be capable of this, or aught it be patched in later?

Reply
#37
Quote: 

Specify the spawn zones and capture zones in the mapname.txt file. This should be in the same folder as the map and specify a game mode, objectives and spawns.

 

For block zones, you must associate them with the spawn zones. Simply put the block zone name in the spawn zone's properties.
 

 

Quote:
 

Is there any way to force firefight to have all 3 cap points to be neutral? Game keeps forcing the first and third to start captured already.
Reply
#38
Quote:Is there any way to force firefight to have all 3 cap points to be neutral? Game keeps forcing the first and third to start captured already.
 

The gamemode logic sets the default point ownership.
Reply
#39
Is there a way to force counter-attacks for coop?

 

I have a nice final location for a cap point and it'd be a shame to not have an epic last stand situation there! Tongue

 

[Image: Jt9DRVq.jpg]

Reply
#40
Hey guys, i need your help Confused


I'v been trying for hours with no success. I want to enable "Push" gamemode for my custom map docks. It currently supports "skirmish" and "firefight", but "push" is probably the game mode that better suits this map and i can't get it to work. This is the "txt" file: (you can also download it HERE)
Quote:"cpsetup.txt"

{

// docks supported modes:

// - Skirmish

// - Firefight

// - Occupy

// - Push


"skirmish"

{

"controlpoint" "cachepoint_a"

"controlpoint" "firefight_cap_a"

"controlpoint" "firefight_cap_b"

"controlpoint" "firefight_cap_c"

"controlpoint" "cachepoint_e"


"spawnzones"

{

"disablespawns" "1"

"0" "spawnzone_neutral"

}


"entities"

{

// Cache A

"obj_weapon_cache"

{

"origin" "-3240 -276 425"

"angles" "0.000000 90 0.000000"

"targetname" "cache_a"

"teamnumber" "2" // Security

"ControlPoint" "cachepoint_a"

"TakeDamageBullets" "0"

}

"point_controlpoint"

{

"origin" "-3240 -276 465"

"angles" "0.000000 90 0.000000"

"targetname" "cachepoint_a"

}


// Cache E

"obj_weapon_cache"

{

"origin" "-6544 4167 0"

"angles" "0.000000 90 0.000000"

"targetname" "cache_e"

"teamnumber" "3" // Insurgents

"ControlPoint" "cachepoint_e"

"TakeDamageBullets" "0"

}

"point_controlpoint"

{

"origin" "-6544 4167 20"

"angles" "0.000000 90 0.000000"

"targetname" "cachepoint_e"

}

}

}


"firefight"

{

"controlpoint" "firefight_cap_a"

"controlpoint" "firefight_cap_b"

"controlpoint" "firefight_cap_c"


"spawnzones"

{

"disablespawns" "1"

"0" "spawnzone_neutral"

}

}


"occupy"

{

“controlpoint” “push_cap_b”


“spawnzones”

(

“disabledspawns” “1”

“0” “spawnzone_push”

}

}

"push"
{
"AttackingTeam" "security"
"controlpoint" "firefight_cap_a"
"controlpoint" "firefight_cap_b"
"controlpoint" "firefight_cap_c"
"controlpoint" "cachepoint_e"

"spawnzones"
{
"disablespawns" "1"
"0" “spawnzone_push”
"1" “spawnzone_push2"
"2" "spawnzone_push3"
}
"entities"
{
// Final Cache
"obj_weapon_cache"
{
"origin" "-6544 4167 0"
"angles" "0.000000 90 0.000000"
"targetname" "cache_e"
"teamnumber" "3" // Insurgents
"ControlPoint" "cachepoint_e"
"TakeDamageBullets" "0"
"DestructibleWhenActiveOnly" "1"
}
"point_controlpoint"
{
"origin" "-6544 4167 20"
"angles" "0.000000 90 0.000000"
"targetname" "cachepoint_e"
}
}


If i write in the console: "changelevel docks push" it will load "docks skirmish", but if i erase everything from the .txt file BUT the push game mode, the map will load into push mode, but even so the spawns are messed up, here's the overlay of how it currently is:

[Image: EQ0qdau.jpg]

Can someone PLZ, help me figuring out what im doing wrong? :O


While we are at it, everytime i write "changelevel docks occupy" it crashes the game on loading :O


Thanks in advance!
Reply
#41
Quote:Is there a way to force counter-attacks for coop?

 

I have a nice final location for a cap point and it'd be a shame to not have an epic last stand situation there! Tongue

mp_checkpoint_counterattack_always 1
[Image: b_350_20_692108_381007_FFFFFF_000000.png]

 
Reply
#42
Quote:mp_checkpoint_counterattack_always 1
 

I'm assuming that's a server cvar command? Is there a way to apply that specifically for a cap point?
Reply
#43
Quote:I'm assuming that's a server cvar command? Is there a way to apply that specifically for a cap point
I'm not a mapper so idk :/
[Image: b_350_20_692108_381007_FFFFFF_000000.png]

 
Reply
#44
Quote:I'm assuming that's a server cvar command? Is there a way to apply that specifically for a cap point?
 

https://developer.valvesoftware.com/wiki...vercommand
Reply
#45
Quote:Hey guys, i need your help

I want to enable "Push" gamemode ... i can't get it to work ...

Can someone PLZ, help me figuring out what im doing wrong? ... Thanks in advance!
No one? Once Push is fixed, Checkpoint follows. Right?

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