What about mapping do you know?
First I'd like to asses where I'd have to start explaining.
But else I'd say open some maps who got them right and reverse engineer the stuff. That way you can learn best.
Erbium for example got one and the .map is included.
Note that one surface of each warpzone had a special warpzone texture. And if you press N while having selected one you can see an entities properties.
Target and Targetname have to be the same on 2 warpzone entities for them to work.
Also if you press N on those you get an explaining text in that menu for every entity there is.
(08-13-2020, 01:26 PM)_para Wrote: What about mapping do you know?
First I'd like to asses where I'd have to start explaining.
But else I'd say open some maps who got them right and reverse engineer the stuff. That way you can learn best.
Erbium for example got one and the .map is included.
Note that one surface of each warpzone had a special warpzone texture. And if you press N while having selected one you can see an entities properties.
Target and Targetname have to be the same on 2 warpzone entities for them to work.
Also if you press N on those you get an explaining text in that menu for every entity there is.
I did everything according to your words.
But crash:
Code:
]map trident_ctf
Server using port 26000
Server listening on address 0.0.0.0:26000
Server listening on address [0:0:0:0:0:0:0:0]:26000
PNG_LoadImage: warning: iCCP: known incorrect sRGB profile
PNG_LoadImage: warning: iCCP: known incorrect sRGB profile
PNG_LoadImage: warning: iCCP: known incorrect sRGB profile
PNG_LoadImage: warning: iCCP: known incorrect sRGB profile
PNG_LoadImage: warning: iCCP: known incorrect sRGB profile
PNG_LoadImage: warning: iCCP: known incorrect sRGB profile
PNG_LoadImage: warning: iCCP: known incorrect sRGB profile
PNG_LoadImage: warning: iCCP: known incorrect sRGB profile
PNG_LoadImage: warning: iCCP: known incorrect sRGB profile
PNG_LoadImage: warning: iCCP: known incorrect sRGB profile
PNG_LoadImage: warning: iCCP: known incorrect sRGB profile
[::SVQC::WARNING] __spawnfunc_info_autoscreenshot(./server/cheats.qc:129)
======OBJECT ERROR======
server EDICT 3845:
absmin '11046.2617 5495.03125 496.840546'
absmax '11048.2617 5497.03125 498.840546'
origin '11047.2617 5496.03125 497.840546'
angles '4.61975098 143.882446 0'
classname info_autoscreenshot
sourceLoc ./server/cheats.qc:124
il_lists '8193 2 0'
il_links_flds entity 172
il_links_flds[1] entity 169
il_links_flds[53] entity 3843
il_links_flds[103] entity 3843
spawnfunc_checked 1
__spawnfunc_constructor __spawnfunc_info_autoscreenshot()
__spawnfunc_classname spawnfunc
[::SVQC::WARNING] __spawnfunc_info_autoscreenshot(./server/cheats.qc:129)
SVQC OBJECT ERROR in __spawnfunc_info_autoscreenshot:
Too many info_autoscreenshot entitites. FAIL!
Tip: read above for entity information
trigger_warpzone near ' 0.0 0.0 0.0' is nonplanar. BEWARE.
======server ERROR in WarpZone_InitStep_UpdateTransform:
cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position
server EDICT 0:
modelindex 1
absmin '-3976 4072 -512'
absmax '13136 8512 1024'
movetype 7
solid 4
classname worldspawn
model maps/trident_ctf.bsp
mins '-3976 4072 -512'
maxs '13136 8512 1024'
message Trident!, with ctf version
sourceLoc ./server/g_world.qc:680
spawnfunc_checked 1
__spawnfunc_constructor __spawnfunc_worldspawn()
Host_Error: server: Program error in function WarpZone_InitStep_UpdateTransform:
cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position
Tip: read above for entity information
08-18-2020, 11:08 AM (This post was last modified: 08-18-2020, 11:11 AM by aa.)
Steps to creating a warpzone:
Create a brush which is at least the size of a player, bigger is better, i think it has to be at least 64 (?) units deep
Make sure it is all painted the purple caulk texture, and then apply the yellow/blue texture to the face that you want to enter the warpzone through.
Copy the brush to make sure that the second warpzone is identical in size. Locate the copy wherever you want to have it.
Now you need to link both warpzones to each other. This is done with the target and targetname tags. Warpzone 1 needs to have its taretname set to WZ1 (example) and its target set to WZ2, with the second one having a WZ2 targetname and a WZ1 target. These can be also linked automatically by using ctrl-k. To do so, you need to select the firs warpzone and then the second one, and pres ctrl-k. After that, you deselect everything and then select the second warpzone and then the first one and click ctrl-k again. This should set their targets and targetnames automatically.
(08-18-2020, 11:08 AM)aa Wrote: Steps to creating a warpzone:
Create a brush which is at least the size of a player, bigger is better, i think it has to be at least 64 (?) units deep
Make sure it is all painted the purple caulk texture, and then apply the yellow/blue texture to the face that you want to enter the warpzone through.
Copy the brush to make sure that the second warpzone is identical in size. Locate the copy wherever you want to have it.
Now you need to link both warpzones to each other. This is done with the target and targetname tags. Warpzone 1 needs to have its taretname set to WZ1 (example) and its target set to WZ2, with the second one having a WZ2 targetname and a WZ1 target. These can be also linked automatically by using ctrl-k. To do so, you need to select the firs warpzone and then the second one, and pres ctrl-k. After that, you deselect everything and then select the second warpzone and then the first one and click ctrl-k again. This should set their targets and targetnames automatically.
Almost.
I'd suggest making it deeper to compensate for lag etc.
The textures are common/trigger on the 5 unused sides and common/warpzone on the side you want to enter/exit. (on each warpzone)
You only need one of both warpzones to have the target and the other the targetname... they have to be identical tho.
server EDICT 3859:
absmin '11046.2617 5495.03125 496.840546'
absmax '11048.2617 5497.03125 498.840546'
origin '11047.2617 5496.03125 497.840546'
angles '4.61975098 143.882446 0'
classname info_autoscreenshot
sourceLoc ./server/cheats.qc:124
il_lists '8193 2 0'
il_links_flds entity 172
il_links_flds[1] entity 169
il_links_flds[53] entity 3857
il_links_flds[103] entity 3857
spawnfunc_checked 1
__spawnfunc_constructor __spawnfunc_info_autoscreenshot()
__spawnfunc_classname spawnfunc
[::SVQC::WARNING] __spawnfunc_info_autoscreenshot(./server/cheats.qc:129)
SVQC OBJECT ERROR in __spawnfunc_info_autoscreenshot:
Too many info_autoscreenshot entitites. FAIL!
Tip: read above for entity information
trigger_warpzone near ' 0.0 0.0 0.0' is nonplanar. BEWARE.
======server ERROR in WarpZone_InitStep_UpdateTransform:
cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position
server EDICT 0:
modelindex 1
absmin '-3976 4072 -512'
absmax '13136 8512 1024'
movetype 7
solid 4
classname worldspawn
model maps/trident_ctf.bsp
mins '-3976 4072 -512'
maxs '13136 8512 1024'
message Trident!, with ctf version
sourceLoc ./server/g_world.qc:680
spawnfunc_checked 1
__spawnfunc_constructor __spawnfunc_worldspawn()
Host_Error: server: Program error in function WarpZone_InitStep_UpdateTransform:
cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position
Tip: read above for entity information
(08-18-2020, 12:35 PM)_para Wrote: Almost.
I'd suggest making it deeper to compensate for lag etc.
The textures are common/trigger on the 5 unused sides and common/warpzone on the side you want to enter/exit. (on each warpzone)
You only need one of both warpzones to have the target and the other the targetname... they have to be identical tho.
Ah ok, you don't need to double link them, I retested that now.