Custom map

Loxor

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Long ago I mapped. I want to make a custom map, but its boring to have a custom map noone else then me try. So, what kind of map do you want to play/need?
 

Loxor

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okey, what if I now want to test it? I've played on FN all the time and no char stored on my server. Is there any chars I can dl for testing? Also, how to disable VAC? Guess that everyserver runs on insecure because something
 

CrazyMonkeyDude

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Loxor said:
okey, what if I now want to test it? I've played on FN all the time and no char stored on my server. Is there any chars I can dl for testing? Also, how to disable VAC? Guess that everyserver runs on insecure because something

Disable VAC by right clicking Master Sword Continued 1.0 under games list, and clicking properties. After that, click launch properties and type "-insecure".
 

Loxor

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Too bad I cant test the map anyway. Whenever I try to play that map I'm getting disconnected.
My console log:

Code:
----------------------
Resources to request: 0 bytes
Adding master server **.***.**.***:270**
Adding master server **.***.**.***:270**
"Tester<1><STEAM_ID_LAN><>" STEAM USERID validated
L 11/22/2007 - 16:32:59: "Tester<1><STEAM_ID_LAN><>" STEAM USERID validated
L 11/22/2007 - 16:32:59: [META] (debug:3) Calling ms.dll:ClientPutInServer()
L 11/22/2007 - 16:32:59: [META] (debug:3) Calling amx_mm.dll:ClientPutInServer_Post()
L 11/22/2007 - 16:32:59: [META] (debug:3) Calling fun.dll:ClientPutInServer_Post()
L 11/22/2007 - 16:32:59: [META] (debug:3) Calling vexdum.dll:ClientPutInServer_Post()
Compressing split packet (928 -> 681 bytes)
Custom resource propagation complete.
CL_SignonReply: 1
34.1 megabyte data cache
L 11/22/2007 - 16:32:59: [META] (debug:3) Calling amx_mm.dll:ServerDeactivate()
L 11/22/2007 - 16:32:59: [META] (debug:3) Calling fun.dll:ServerDeactivate()
L 11/22/2007 - 16:32:59: [META] (debug:3) Calling vexdum.dll:ServerDeactivate()
L 11/22/2007 - 16:32:59: [META] (debug:3) Calling ms.dll:ServerDeactivate()
L 11/22/2007 - 16:32:59: [META] (debug:3) Calling amx_mm.dll:ServerDeactivate_Post()
L 11/22/2007 - 16:32:59: [META] ini: Begin re-reading plugins list: e:/steam/steamapps/********/half-life/msc/addons/metamod/plugins.ini
L 11/22/2007 - 16:32:59: [META] ini: Read plugin config for: AMX
L 11/22/2007 - 16:32:59: [META] ini: Finished reading plugins list: e:/steam/steamapps/********/half-life/msc/addons/metamod/plugins.ini; Found 1 plugins
L 11/22/2007 - 16:32:59: [META] dll: Updating plugins...
L 11/22/2007 - 16:32:59: [META] (debug:1) Keeping plugin 'AMX'
L 11/22/2007 - 16:32:59: [META] dll: Finished updating 3 plugins; kept 1, loaded 0, unloaded 0, reloaded 0, delayed 0
L 11/22/2007 - 16:32:59: [META] (debug:3) Calling amx_mm.dll:ClientDisconnect()
L 11/22/2007 - 16:32:59: [META] (debug:3) Calling fun.dll:ClientDisconnect()
L 11/22/2007 - 16:32:59: [META] (debug:3) Calling vexdum.dll:ClientDisconnect()
L 11/22/2007 - 16:32:59: [META] (debug:3) Calling ms.dll:ClientDisconnect()
Netchan_Clear() : reliable length not 0, reliable_sequence: 685, incoming_reliable_acknowledged: 0
Netchan_Clear() : reliable length not 0, reliable_sequence: 10, incoming_reliable_acknowledged: 0
L 11/22/2007 - 16:32:59: Server shutdown
L 11/22/
 

The Man In Black

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That console provides nothing, as metamod tends to be a big spammer (at least to me) ;-)
 

Jelly

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When something like that happens to me, I turn off Metamod, and it usually runs just fine.
 

Loxor

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hmm okey. I found out whatcauses the crash
Code:
L 11/23/2007 - 14:12:29: Kicking Testchar:  Testchar's char is on map:  Trans: <unknown>
Error (SERVER): Error: CBasePlayer::Spawn --> Shurik3n: Send Skills on spawn

I have ms_player_begin but why does it disconnect when I'm trying to test it? Any other maps works.
 

Mikkel

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Do you have a ms_player_spawn??
 

Loxor

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Mikkel said:
Do you have a ms_player_spawn??
yes.
ms_player_spawn:
Code:
message - TheAridExtraDryDesert
I also have a msarea_transition nearby:
Code:
targetname - SE-A3
destname   - The Village of Edana
destmap     - edana
desttrans    - TheAridExtraDryDesert
 

Thothie

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L 11/23/2007 - 14:12:29: Kicking Testchar: Testchar's char is on map: Trans: <unknown>
Ye are lacking ms_player_begin, or your ms_player_spawn has a message that isn't connected to any specific msarea_transition.
 

Loxor

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Thothie said:
L 11/23/2007 - 14:12:29: Kicking Testchar: Testchar's char is on map: Trans: <unknown>
Ye are lacking ms_player_begin, or your ms_player_spawn has a message that isn't connected to any specific msarea_transition.

ok thanks it works.

Also, I cant this to work :(
Code:
{
"target" "bat1"
"classname" "trigger_once"
}
{
"spawnarea" "bat1"
"spawnstart" "1"
"defscriptfile" "monsters/bat"
"spawnchance" "100"
"lives" "1"
"delayhigh" "2"
"delaylow" "1"
"classname" "msmonster_bat"
}
{
"spawnarea" "bat1"
"spawnstart" "1"
"defscriptfile" "monsters/bat"
"spawnchance" "100"
"lives" "2"
"delayhigh" "2"
"delaylow" "1"
"classname" "msmonster_bat"
}
{
"fireallperish" "d_bat1"
"targetname" "bat1"
"spawnstart" "1"
"classname" "msarea_monsterspawn"
}
{
"targetname" "d_bat1"
"material" "8"
"health" "90000"
"rendercolor" "0 0 0"
"classname" "func_breakable"
}

When stepping into trigger_once 2 bats should be spawned their placed out location (not msarea). And when the bats are dead the func_breakable should be destroyd. But the bats doesent spawn. Last time they did spawn the breakable didnt break
 

Jelly

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Well, fireallperish seriously sucks. I suggest you make a counter which triggers the breakable, and make then make the bats trigger the counter. :wink:
 

Loxor

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but now I cant get the bats to spawn :((
 

Jelly

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Did you delete the msarea_monsterspawn, or did you just delete the fireallperish line? You were only supposed to delete the fireallperish line.
 

Loxor

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Jelly said:
Did you delete the msarea_monsterspawn, or did you just delete the fireallperish line? You were only supposed to delete the fireallperish line.

still doesent spawn


edit
code deleted. I got it working
 

Loxor

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okey, I just need help with something right now. I can see parts of my map trough the sky. It looks really stupid and how can I make the sky non-see-though?
 

evilsquirrel

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Loxor said:
okey, I just need help with something right now. I can see parts of my map trough the sky. It looks really stupid and how can I make the sky non-see-though?

i never found a way around this, i usually just design the level so that it won't happen.
 

Thothie

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Sky textures seem to be funky about the way the block VIS. But, basically, if you think about it, you can't block a visual area in real life with "Sky" - and the Half-Life engine, kinda-thinks the same way about it. Even if you put complete void between the two areas, HL1 will try to "see" through them, if it's "Sky" on both sides of the void.

If it's an entity brush made up of a group of brushes showing through, sometimes breaking it up into smaller brushes will help (downside, this means more entities). If it's a solid showing, however, you are likely t3h screwed. Nulling the side facing the skybrush might help some, but detactching it from the wall or providing void, oddly enough, will not.

I've never figured a good fix for that issue - best to cover it up with something to fall more in line with RL visual physics and avoid the situation in the future. If you do figure out something, do tell.
 
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