View Full Version : Disco help? :)
TheScorpYoN
December 4th, 2009, 2:14 PM
I am sorry for bothering u guys :D i dont want to take ur time but i kinda need help with my new map ( secret one ) :) and i dont know how to make a disco room :D can somebody help me please? thx :)
Hidden
December 4th, 2009, 4:40 PM
What specifically? Adding music? Lighting? Textures/Props?
TheScorpYoN
December 4th, 2009, 4:42 PM
i need like a tutorial ... for :
how to add music
how to light :D yeah :) i want like moving colored lights
i want to know how to start the music play by pressing buttons :D
and how to set up a music's box like ... where to be heard or where to play
thx
bsk8r
December 4th, 2009, 6:32 PM
Adding music is simple.
Get the music file you want, and you will need to convert it to an .WAV, which can be done with any basic kind of music converter.
Then you need to put it into your ...\counter-strike source\cstrike\sound folder. ( the .wav)
Then when inside hammer and within your disco room, place an ambientgeneric entity inside the room from where you want it to play from. The sound will come from this entity, or you can specify where else it should come from.
-You can put multiple ambient_generics of the same song throughout the room so it all sounds the same volume, the farther you get from that 1 entity would get lower volume, but if you put multiple it should sound the same, just even them out throughout the room.
-You can go into the "Flags" section on the single ambient_generic and check the box named "play everywhere". But this will make it so people can hear it ANYWHERE in the map, which may get annoying.
-You can also just stretch the big yellow circle that surrounds it farther out, and it will be heard within those areas, the larger = louder and farther it can be heard
Then once you get the sound the way you want it, to have it play when a button is pressed you just give the ambient_generic a name, for example here it will be named SOUND, and make a new button.
Tie it to an entity func_button, then in the outputs:
-OnPressed
-SOUND (name of ambient_generic entity)
-PlaySound
Then you press Apply. Now ingame when you press that button, it will play the sound.
For lights, you can use the "light" entity and make them flash or strobe by changing the "Appearance" in the entitys properties.
You can also use light_spot or a point_spotlight, very easy to use just by looking at the properties within it.
To make them move, you can give them a name, and parent them to a block which u can make rotate, so the lights will then rotate with the block.
-To do this, make a round block or whatever you want the lights to rotate with, you can make it whatever you want, and tie it to an entity func_physbox, then make another entity near it "phys_motor", set the properties you want, under attached object, put the name of the block, if you havent named it give it a name.
Then in the middle of the entity, there should be a circle in the middle which you can pull and move around, pull this right through the block you made, and make sure its right through the center of it. The block with rotate around where you put the phys_motor into
Sorry if I couldnt explain that motor part very good but its hard to explain, its easy once you mess with it for a minute.
I attached a prefab of some disco lights i found awhile ago, they rotate and look pretty good.
TheScorpYoN
December 5th, 2009, 2:55 AM
bsk8r thank you a lot for your help :D i got it and i really appreciate ur help :) thx again
edit : i wanna ask more questions (easy i guess) :D i need to know some things ...
1. how can i add some banners or pictures i got in my pc in the map?
2. how can i make the diving ramp from the pool so when u jump , u jump higher
3. how can i make those trails that those guys are making on their maps?
4. how can i make like an invisible wall? so u can walk on it but u dont see it ?
5. how can i make a wall trough which u cant see from a side but u can see from other one ... like its a normal wall on a side and a glass wall on the other side
6. how can i make weapon and stuff spawners like when i press e at it , it spawns what i chose
7. how can i make health regenerators when u press E it heals u
8. how can i make a block ( or more ) that are rotating always in the same direction
9. how can i make everyone to spawn with knifes? ( this one i forgot :)) )
edit :
10. how can i change the skybox theme? its like a rainy day and i want to make it a hot or sunny day
whoever knows the answers just pls tell me :D thx
bsk8r
December 5th, 2009, 5:13 AM
1 - To add custom textures you need to convert them into the right kind of file, and then you will have to pakrat them once your map is done. Its too hard to explain on here, but I will link you to a tutorial
http://www.youtube.com/watch?v=PbEGj8kCLx4
http://www.youtube.com/watch?v=dCwLLcyp_ZA
2 - For this you need a trigger_push entity. Go to your diving board, and at the end place a block where the part that you will be pushed is at. Change the block to the tools trigger texture and tie it to a trigger_push entity.
You can change the speed of push to whatever you like, and the direction to whatever direction you want it to push the player, up, down, to the sides
3 - The "trails" that follow the guns, if thats what your talking about, is a simple entity.
Place a gun in your map, make sure its checked as Start Constrained under flags, and give the gun a name, such as guntrailer
Now make an env_spritetrail entity and place it in the center of your gun. Change the settings to however you want, you can change the color and whatever. Then click the parent option under its properties and parent it to the gun you placed earlier, which in this case is named guntrailer.
4 - If your talking about just invisible walls that u cant see but u can walk on, then thats just a normal texture, invisible metal or player clip, you can use whichever one, just search for invis in the textures thing and select invis metal, or you can use playerclip
If you mean something like a wall that you can walk through, then you can just tie the wall to a func_illusionary, also you can tie to a func_brush and change the solidity to never solid.
5 - To make a wall like this is simple, you simply use the texture application tool, and on 1 side of the wall you just put whichever texture you want, and then on the other side you can make it glass or invisible, and then in game one side will be one texture, and the other side will be the other texture
6 - To make weapon spawners you will need to use a point_template entity.
Make the spawner place you want to spawn guns from, then place a weapon_(whichever weapon your using) entity inside the spawner, name it something aswell, like gunspawn
Then make a point_template entity and place it around the same place as the gun, name it something like gunspawner, then for Template 1 put gunspawn, the name of the gun that u put earlier.
Now make a button and place it onto the spawner somewhere where people can see it and press it, then tie it to a func_button.
In the outputs put:
OnPressed
gunspawner
forcespawn
and thats it
Also if you want to show which gun that gun will spawn, you can place a prop, prop_static entity, within the weapon spawner you made, somewhere where people can see it, then go to its properties and select world model, then search for the gun that that spawner is for, such as "deagle" and you will find a deagle prop.
Then you can just place it within the area.
7 - To make a health generator is easy.
Make a trigger texture an area you want to heal when you press a button.
Tie it to a trigger_hurt
Change the damage to a negative number, this will heal
Change the start disabled to Yes
and give it a name, like healer1
Now make a button that will activate this trigger. tie it to a func_button
and in the outputs put
OnPressed
healer1
enable
0:00
OnPressed
healer1
disable
0:10
The times at the bottom will indicate how long after the button is pressed and the healer is activated, that the healer will turn off, you can change it to whatever
8 - To make blocks rotate you can tie them to an entity func_physbox, and then place a phys_motor entity above them, make sure its centered above it
Give the block a name, and go to the phys_motors properties
Where it says attached entitys or whatever, put the name of that block
Then drag the circle in the middle of the phys_motor entity on your other views down through the block you want to move right through the middle
I will post a prefab of a rotating block i made for my bhop level, ill put it into a prefab and save it for you so u can see for yourself, cause its hard to describe in words
9 - To make everyone spawn with a knife you need 1 simple entity, game_player_equip
Place this entity anywhere within your map, and disable Smart Edit by clicking on it under the game_player_equip's properties
Click on the Add button, and where it says Key put in weapon_knife and in the box where it says Value put in 1 and press apply
TheScorpYoN
December 5th, 2009, 5:33 AM
bsk8r thanks a lot a lot a lot :D i really needed to know this stuff :D and im sure that im not the only one that needed to know this :D i really appreciate ur help
edit : i got a problem though ... bsk8r posted a vmf with his 4square map 2 weeks ago ... i downloaded it now and i tried to copy it on my map ... but i got a problem when i copy it ... i compile and start the map .. at the first test .. when i first press the button it works ... at the second , third and fourth its all WRONG ... 2 squares are exploding , not 1 ... the walls aren't appearing when i press the button , the lights are not working right ... it says its green and its exploding ... and stuff ... but when i tried to see if bsk8r did it right on his map ... i added a skybox and a spawn on his 4square and it was all working good ... i dont know whats the problem on my map ...
edit 2 : i tried to fix it for 2 hours ... i did it finally :D while i was trying to fix it ... i zoomed out and i found out that i copied it twice ... one copy was at a huge distance from my map ... and other one was on my map ... i think this is one of the problems ... this is why the lights and explosions were going two in the same time ... because there were 2 same buttons activating both the same lights and explosions ... after i delete the extra one i tried to see if its working now ... and i found out that after 2-3 tries ... at the third or fourth try the walls aren't appearing anymore ... i spam the button and at the third try there is no wall making it 4 squares and the players can move freely around ... i found out how to fix it :D u double click the button that bsk8r made and at the reset time u add 12 instead of 8 ... because bsk8r set the walls to dissapear in 12 seconds and the button to reset in 8 seconds and if u set both at 12 , they will both work perfectly :D and if u was pressing the button in second 9 and the walls were still there , the next turn the walls wouldn't be there :D i dont blame bsk8r ... i really admire him he's a great mapper :D u should change this bsk8r on the 4square map :)
bsk8r
December 5th, 2009, 2:41 PM
i set it like that cuz i like to spam the button, loloolol
ノラスイチミコラニ
December 5th, 2009, 3:21 PM
Lol a spam button Kool. Also thanks for the help!
TheScorpYoN
December 5th, 2009, 5:38 PM
u may like to spam it :)) i like too :D but it's getting glitchy
edit : i need some more help ... whoever knows pls help me
if u guys know the mg_precision map u know what i want to do ... i got 2 nade spawners and 2 holes with triggers in it ... and i got a big sign with winner ... i tried something like this : i made the triggers func_button and ondamaged -> winnersign -> open ( the winnersign was going up ) whenever u was nading the trigger ... thats what i tried ... but it looks like the nade isn't part of the "Damage Type" whenever i nade the trigger nothing happens ... but when i shoot the trigger it works and the sign goes up ... anybody knows what should i do so it will work? thx
edit 2 : after some work i fixed it but not in the way u guys are thinking ...
i used trigger texture with func button and a sign with func_door and a hegrenade to dmg the trigger so sign opens up
it didnt work !!! maybe mg_precision was made in a different way ... using some other functions but door + button didnt work for the hegrenade because ... if u tested ... if a T throws a HE at a CT , the ct doesnt get that 1 dmg which the smokegrenade gives
so i thought like ... let me try ... i replace the hegrenade with a smokegrenade so when the smokegrenade hits the trigger , the trigger activates and the sign goes up ... and bang :D it worked
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