Looking for a tutorial HL2 Team DM

  • Thread starter Thread starter Filter5
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Filter5

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I used to map for TFC WAYYY back in the day. I don't remember it being so hard to setup the team spawns.

When I setup my info_player_combine and info_player_rebel, HL2 crashes unless I add a info_player_deathmatch. If I add an info_player_deathmatch I cannot chose a team.

I've searched all over the web and the forums here but I cannot find anything. Please help :)
 
Set the CVar mp_teamplay to 1.

It is always best to include both types of spawn points, and you've just found out why: HL2DM crashes if the type of spawn point it needs is not present in the map. It is possible to force a map into teamplay mode in the event that it is loaded in deathmatch mode.
 
Oh wow, thank you for the quick reply. When I was mapping for TFC the default mp_teamplay value must have been 1, hence why it "appeared" to be hard on me this time around :)

When the time comes to test team based items (doors/weapons/ect) do I need to make a lan server or is there an easy way to have my compiler automatically setup the Cvar mp_teamplay 1?
 
I might inflict a question here aswell. can I somehow make a combine forcefield that only the combine may run through but not the rebels?
 
Hi Unarmed!!:imu: Yes you can, quite easily. First make the physical forcefield. I like combine fence and stasis field, but a few boxes works just as well. And b/c someone always has to test it, gonna make the forcefield lethal:D

Make a func brush with solidity=never solid and solid bsp=no. Texture this with whatever you want the forcefield to look like; glass, energy, etc. Add the entity filter_activator_team or filter_activator_class. Not quite sure what the difference is. The filter should be; allow entities that match criteria, and criteria=combine. Enclose the first brush with a nodraw trigger_hurt. Set the FilterName on the trigger_hurt to whatever you called the filter_activator.

Voila! Only combine can pass through your non-solid but still visible forcefield without taking damage from the trigger_hurt.

edit; I also find it amusing to add a couple env_fire around the forcefield. Use the flag start off. Add an output to the filter; target env_fire, OnFail (to pass the criteria), ignite/turn on.
 
I dont want the rebels to die upon touching this thing. So the trigger hurt donesn't work. Maybe a trigger_push.. I shall try it out.
 
Trigger_push is the only entity I know of that can be selectively "solid" based on team.

Filter5, in the Additional Game Parameters box of your compiler (or the $game_exe line of Hammer's Expert compiler), you can add the string +mp_teamplay 1 to force the mp_teamplay CVar to be set to 1.
 
Good. I shall try it then.

Also, I knwo the forcing map into teamplay bit rae, i leart if from your tutorial as a matter of fact.
 
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