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Forge mode help
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Forge mode helpPosted:

w0lfschild
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Status: Offline
Joined: Mar 19, 201212Year Member
Posts: 73
Reputation Power: 2
Hello here are some things you might be interested in when making a forge mode part of your config

Here is a very low quality video of me demonstrating
Trampoline concept
Non stacking/toggle-able rainbow
Model changing with button press

//Video


L4D2 Props:: (courtesy of REAPEROWNSYOU)

Barricade
prop_dynamic_Create props_fortifications/barricade001_128_reference.mdl
Wooden Barricade
prop_dynamic_create props_unique/wooden_barricade.mdl
police Barricade
prop_dynamic_create props_street/police_barricade3.mdl
Temp Barricade
prop_dynamic_create props_unique/airport/temp_barricade.mdl

Fence
prop_dynamic_create props_urban/fence001_256.mdl
Wood Fence
prop_dynamic_create props_urban/wood_fence001_256.mdl
Wood Covered Fence
prop_Dynamic_create props_urban/fence_cover001_256.mdl
Construction Wall
prop_dynamic_create props_interiors/constructionwalls01.mdl

Straight Stairs
prop_dynamic_create props_exteriors/stairs_house_01.mdl
Wood Stairs
prop_dynamic_create props_exteriors/wood_stairs_120.mdl
Sandbag Row
prop_dynamic_create props_fortifications/sandbags_line2.mdl
Sandbag Corner
prop_dynamic_create props_fortifications/sandbags_corner2.mdl

Train
prop_dynamic_create props_vehicles/train_box_open.mdl
Army Truck
prop_dynamic_create props_vehicles/army_truck.mdl
Box Truck
prop_dynamic_create props/de_nuke/truck_nuke.mdl
Ambulance
prop_dynamic_create props_vehicles/ambulance.mdl

Crate
prop_dynamic_create props_crates/static_crate_40.mdl
prop_dynamic_create props_swamp/ferry.mdl
Scaffolding
prop_dynamic_create props_equipment/scaffolding.mdl
Cemetery Column
prop_dynamic_create props_cemetery/cemetery_column.mdl


Tent
prop_dynamic_create props_misc/fairground_tent_open.mdl
Triage Tent
prop_Dynamic_Create props_misc/triage_tent.mdl


Trampoline:: Shoot prop to jump

//Explained

//Creates a point_servercommand and a prop
//Adds 3 outputs to the prop

//1 when hurt: set the shooters gravity to 20%
//2 when hurt: set the shooters gravity to 100% after 1 second
//3 when hurt: make the shooter jump using the servercommand
//----

ent_fire sc1 killhierarchy

ent_create point_servercommand
wait 10
ent_setname sc1
wait 10
ent_fire sc1 addoutput "origin 0 0 0
wait 10
prop_dynamic_create a
wait 10
ent_setname p_01
wait 10
ent_fire p_01 addoutput "onhealthchanged !activator,addoutput,gravity .2
ent_fire p_01 addoutput "onhealthchanged !activator,addoutput,gravity 1,1,-1
ent_fire p_01 addoutput "onhealthchanged sc1,command,+jump; wait 10;-jump


Trampoline:: Touch a small trigger to jump

//Explained

//Creates a point_servercommand and a trigger
//Adds 5 outputs to the trigger

//1 sets the touch filter to be clients only
//2 makes the trigger solid(sort of) thus allowing you to colide with the trigger
//3 when touched: set the shooters gravity to 20%
//4 when touched: set the shooters gravity to 100% after 1 second
//5 when hurt: make the shooter jump using the servercommand
//----

ent_fire sc1 killhierarchy

ent_create point_servercommand
wait 10
ent_setname sc1
wait 10
ent_fire sc1 addoutput "origin 0 0 0
wait 10
ent_create trigger_multiple
wait 10
ent_setname aaa
wait 10
ent_fire aaa addoutput "spawnflags 1
ent_fire aaa addoutput "solid 2
ent_fire aaa addoutput "onstarttouch !activator,addoutput,gravity .2
ent_fire aaa addoutput "onstarttouch !activator,addoutput,gravity 1,1,-1
ent_fire aaa addoutput "onstarttouch sc1,command,+jump;wait 10;-jump


Non Stacking rainbow

//stop rainbow if it's already running
c4

//non-stacking rainbow
alias "c1" "c2
alias "c2" "ent_fire !self color 255+0+0; wait 20; ent_fire !self color 255+150+0; wait 20; ent_fire !self color 255+255+0; wait 20; ent_fire !self color 0+255+0; wait 20; ent_fire !self color 0+255+255; wait 20; ent_fire !self color 0+0+255; wait 20; ent_fire !self color 128+0+128; wait 10; c1
alias "c3" "alias c1 c2
alias "c4" "alias c1

alias "r_bo" "r1"
alias "r1" "c3;c1;alias r_bo r2
alias "r2" "c4;alias r_bo r1

bind i "r_bo



On the go - model changer
(make the list as large as you want, change with a button press)
(uses model index which will mean different models on different maps)


ent_fire mc_* kill
ent_fire sc1 kill

ent_create point_servercommand
ent_fire point_servercommand addoutput "targetname sc1

ent_create math_counter
ent_fire math_counter addoutput "targetname mc_1
ent_fire mc_1 addoutput "classname mc_1

ent_create math_colorblend
ent_fire math_colorblend addoutput "targetname mc_2
ent_fire mc_2 addoutput "classname mc_2

ent_create logic_compare
ent_fire logic_compare addoutput "targetname mc_3
ent_fire mc_3 addoutput "classname mc_3

ent_create math_remap
ent_fire math_remap addoutput "targetname mc_4
ent_fire mc_4 addoutput "classname mc_4

ent_fire mc_1 addoutput "onuser1 pmc0,addoutput,modelindex 10
ent_fire mc_1 addoutput "onuser2 pmc0,addoutput,modelindex 20
ent_fire mc_1 addoutput "onuser3 pmc0,addoutput,modelindex 30
ent_fire mc_1 addoutput "onuser4 pmc0,addoutput,modelindex 40

wait 10;

ent_fire mc_2 addoutput "onuser1 pmc0,addoutput,modelindex 50
ent_fire mc_2 addoutput "onuser2 pmc0,addoutput,modelindex 60
ent_fire mc_2 addoutput "onuser3 pmc0,addoutput,modelindex 70
ent_fire mc_2 addoutput "onuser4 pmc0,addoutput,modelindex 80

wait 10;

ent_fire mc_3 addoutput "onuser1 pmc0,addoutput,modelindex 90
ent_fire mc_3 addoutput "onuser2 pmc0,addoutput,modelindex 100
ent_fire mc_3 addoutput "onuser3 pmc0,addoutput,modelindex 110
ent_fire mc_3 addoutput "onuser4 pmc0,addoutput,modelindex 120

wait 10;

ent_fire mc_4 addoutput "onuser1 pmc0,addoutput,modelindex 130
ent_fire mc_4 addoutput "onuser2 pmc0,addoutput,modelindex 140
ent_fire mc_4 addoutput "onuser3 pmc0,addoutput,modelindex 150
ent_fire mc_4 addoutput "onuser4 pmc0,addoutput,modelindex 160

alias "z1" "ent_setname pmc0
alias "m_11" "z1; ent_fire mc_1 fireuser1; wait 60; bind u m_12
alias "m_12" "z1; ent_fire mc_1 fireuser2; wait 60; bind u m_13
alias "m_13" "z1; ent_fire mc_1 fireuser3; wait 60; bind u m_14
alias "m_14" "z1; ent_fire mc_1 fireuser4; wait 60; bind u m_21
alias "m_21" "z1; ent_fire mc_2 fireuser1; wait 60; bind u m_22
alias "m_22" "z1; ent_fire mc_2 fireuser2; wait 60; bind u m_23
alias "m_23" "z1; ent_fire mc_2 fireuser3; wait 60; bind u m_24
alias "m_24" "z1; ent_fire mc_2 fireuser4; wait 60; bind u m_31
alias "m_31" "z1; ent_fire mc_3 fireuser1; wait 60; bind u m_32
alias "m_32" "z1; ent_fire mc_3 fireuser2; wait 60; bind u m_33
alias "m_33" "z1; ent_fire mc_3 fireuser3; wait 60; bind u m_34
alias "m_34" "z1; ent_fire mc_3 fireuser4; wait 60; bind u m_41
alias "m_41" "z1; ent_fire mc_4 fireuser1; wait 60; bind u m_42
alias "m_42" "z1; ent_fire mc_4 fireuser2; wait 60; bind u m_43
alias "m_43" "z1; ent_fire mc_4 fireuser3; wait 60; bind u m_44
alias "m_44" "z1; ent_fire mc_4 fireuser4; wait 60; bind u m_11

bind u "m_11


Smooth Rotation of props
(Clockwise and Counterclockwise)

//Rotate clockwise
alias "a1" "a2
alias "a2" "ent_rotate 2; wait 10; a1
alias "a3" "alias a1 a2
alias "a4" "alias a1
alias "+rt" "a3;a1
alias "-rt" "a4
bind k "+rt

//Rotate counter clockwise
alias "b1" "b2";
alias "b2" "ent_rotate -2; wait 10; b1
alias "b3" "alias b1 b2
alias "b4" "alias b1
alias "+rt2" "b3;b1
alias "-rt2" "b4
bind l "+rt2


Safe prop deletion
(wont remove player if they walk infront of you while deleting a prop)

//Delete Prop
alias "p_break" "ent_setname break_me; ent_fire break_me break
bind m "p_break


Match prop orientation to self orientation

//match player orinetation
alias "match_me" "ent_setname p_1; ent_orient p_1; ent_setname p_2
bind v "match_me


Grab and move an object

//Move by teleport
alias "tp0" "is_gra
alias "is_grab" "ent_setname movin1; alias tp0 is_drop
alias "is_drop" "ent_teleport movin1; ent_setname movin2; alias tp0 is_grab
bind j "tp0


//Move as parent
alias "tp1" "is_hold
alias "h1a" "ent_fire hold1 setparent !activator
alias "is_hold" "ent_setname hold1; h1a; alias tp1 is_slip
alias "is_slip" "ent_fire hold1 clearparent; alias tp1 is_hold
bind g "tp1


Cycle through a list of (props)
(for props you could make multiple lists that relate to eachother to cycle through)

//Cycle Props
alias p01d "prop_dynamic_create props_mining/track_s_curve_48_mirrored
alias p02d "prop_dynamic_create props_mining/track_arc_90degree_128
alias p03d "prop_dynamic_create props_mining/track_straight_256
alias "fix_up1" "unbind h; bind h p01d
alias "fix_up2" "unbind h; bind h p02d
alias "fix_up3" "unbind h; bind h p03d
alias "cycle_01" "fix_up1;say Curved Track;bind f cycle_02
alias "cycle_02" "fix_up1;say Arched Track;bind f cycle_03
alias "cycle_03" "fix_up1;say Straight Track;bind f cycle_01
bind f "cycle_01


Basic stuff

sv_cheats 1
developer 2

//set own targetname to 'the_boss'
ent_fire !activator addoutput "targetname the_boss

//mass clear
bind o "ent_setname del_me1
bind p "ent_fire del_me1 killhierarchy

//entity Info
alias "p_i1" "ent_text ;ent_bbox ;ent_pivot; ent_absbox
bind c "p_i1

//Third person switch
alias "tps0" "set_tp
alias "set_tp" "thirdperson; alias tps0 set_fp
alias "set_fp" "firstperson; alias tps0 set_tp
bind n "tps0

//Noclip
bind b "noclip


Last edited by w0lfschild ; edited 9 times in total

The following 3 users thanked w0lfschild for this useful post:

thezombyguy (06-22-2012), REAPEROWNSYOU (04-11-2012), Venom199 (04-09-2012)
#2. Posted:
StabThemBacks
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w0lfschild wrote Someone want to help make some sort of forge mode config?

Nothing really fancy but right now I made a cfg that has

-hold button to rotate clockwise/counterclockwise
-teleport object
-grab object
-remove object safely
-stupid sort of prop select thing that is major fail

Here it is but note that all the binds are just for keyboard buttons because I was using this on pc.

ent_fire gt1 killhierarchy
ent_fire lc1 killhierarchy
ent_fire sc1 killhierarchy

//Rotate clockwise
alias "a1" "a2";
alias "a2" "ent_rotate 2; wait 10; a1";
alias "a3" "alias a1 a2";
alias "a4" "alias a1";

alias "+rt" "a3;a1";
alias "-rt" "a4";

bind k "+rt";

//Rotate counter clockwise
alias "b1" "b2";
alias "b2" "ent_rotate -2; wait 10; b1";
alias "b3" "alias b1 b2";
alias "b4" "alias b1";

alias "+rt2" "b3;b1";
alias "-rt2" "b4";

bind l "+rt2";

//Move by teleport
alias "tp0" "is_grab";

alias "is_grab" "ent_setname movin1; alias tp0 is_drop";
alias "is_drop" "ent_teleport movin1; ent_setname movin2; alias tp0 is_grab";

bind j "tp0";

//Move as parent
alias "tp1" "is_hold";

alias "h1a" "ent_fire hold1 setparent !activator";
alias "is_hold" "ent_setname hold1; h1a; alias tp1 is_slip";
alias "is_slip" "ent_fire hold1 clearparent; alias tp1 is_hold";

bind g "tp1";

//set own targetname to kill_me
ent_fire !activator addoutput "targetname kill_me";

//create game text
ent_create game_text;
ent_setname game_text a;
ent_fire game_text addoutput "classname gt1";
ent_fire game_text addoutput "targetname gt1";

//create a logic case
ent_create logic_Case;
ent_setname logic_Case a;
ent_fire logic_Case addoutput "classname lc1";
ent_fire logic_case addoutput "targetname lc1";

//create a point server command
ent_create point_servercommand;
ent_setname point_servercommand a;
ent_fire point_servercommand addoutput "classname sc1";
ent_fire point_servercommand addoutput "targetname sc1";

//set up game text
ent_fire gt1 addoutput "spawnflags 1";
ent_fire gt1 addoutput "holdtime 2400";
ent_fire gt1 addoutput "channel 1";
ent_fire gt1 addoutput "x .1";
ent_fire gt1 addoutput "y .1";
ent_fire gt1 addoutput "color 255 255 0";
ent_fire gt1 addoutput "message Welcome";
ent_fire gt1 addoutput "onuser1 gt1,display";
ent_fire gt1 addoutput "onuser1 hccam,addoutput,angles 0 0 0";
ent_fire gt1 addoutput "onuser1 gt1,fireuser1,,1";
ent_fire gt1 fireuser1;

alias wellz "prop_dynamic_create props_mining/track_s_curve_48_mirrored"
alias dustz "prop_dynamic_create props_mining/track_arc_90degree_128"
alias fortz "prop_dynamic_create props_mining/track_straight_256"

ent_fire kill_me addoutput "onuser1 sc1,command,bind h wellz
ent_fire kill_me addoutput "onuser2 sc1,command,bind h dustz
ent_fire kill_me addoutput "onuser3 sc1,command,bind h fortz

ent_fire lc1 addoutput "oncase01 kill_me,fireuser1
ent_fire lc1 addoutput "oncase01 gt1,addoutput,message curve
ent_fire lc1 addoutput "oncase02 kill_me,fireuser2
ent_fire lc1 addoutput "oncase02 gt1,addoutput,message arc
ent_fire lc1 addoutput "oncase03 kill_me,fireuser3
ent_fire lc1 addoutput "oncase03 gt1,addoutput,message straight

bind f "ent_fire lc1 pickrandom

bind m "ent_fire !picker break"


//JUNK

//set position/angles to exact coordinates
//ent_fire <targetname> addoutput "origin 778.5 1898.1 -255.6";
//ent_fire <targetname> addoutput "angles 0 90 0";

//create a math counter
//ent_create math_counter;
//ent_setname math_counter a;
//ent_fire math_counter addoutput "classname mc3";
//ent_fire mc3 addoutput "targetname mc3";

//getpos <- dump pos to console
//setpos <- set your position


Be cool if we got a nice props and someone who could make a way to manipulate xyz coordinates on a selected object also angles.

Hate to break it to you, but good luck getting any help here. You don't need ent_setname (entity) a at all, nor do you need a semi-colon at the end of each line. Also if this is for L4D game_text won't work (but I don't think you're making it for L4D). Lastly you didn't set up the logic_case properly, those are just a few things I noticed while skimming through it (not trying to sound negative btw).
#3. Posted:
w0lfschild
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StabThemBacks wrote Hate to break it to you, but good luck getting any help here.


Yeah good point.

StabThemBacks wrote You don't need ent_setname (entity) a at all, nor do you need a semi-colon at the end of each line.


Thanks, I do know the semi-colon isn't necessary I was just copy pasting this into the console as I added to it, rather then re-executing the cfg each time so I added those for easy copy paste.

StabThemBacks wrote Also if this is for L4D game_text won't work (but I don't think you're making it for L4D).


Interesting it says it has some new features in l4d on the dev wiki but I guess pc doesn't always work the same as xbox. I was just pretty much copy pasting the idea from pl dustbowl where I remembered that makeshift progress bar. Not too important because for this you could just replace it by saying whatever you were displaying in test.

StabThemBacks wrote Lastly you didn't set up the logic_case properly, those are just a few things I noticed while skimming through it (not trying to sound negative btw).


Yeah that was one of the main things I was wondering about I have no idea really how the logic case works, all I could get to work was the random case.

I really think it would be cool to make something like this though. It would consist of a few layouts
1) default
2) a config with a good prop editor with a large list of props you could cycle through
3) a config with some unique fun stuff, I think I once remember something like a trampoline that someone showed me in game but I never had a clue how to make it (it could have been you)
4) a config with a few settings toggles

most importantly it would be tailored to be non-malicious.

If someone pulled together a quality pre-modded file then it would fix a lot of issues
1) noobs could just c+p and be happy
2) long term players wouldn't be disturbed by troll configs or their precious games being ruined by 'modding kids'
3) random people might actual enjoy being in forge mode/fort builder games
#4. Posted:
CRACKbomber
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I would like to help with this, talk to me on AIM. crack_bomber
#5. Posted:
w0lfschild
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Bumping for justice (edited OP)

also thanks CRACKbomber for teh helps.
#6. Posted:
w0lfschild
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Bump:

Added a mini l4d2 prop list

Added bouncy thing

Reformatted the thread a bit
#7. Posted:
PranNksteR
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Added a mini l4d2 prop list

Added bouncy thing

Reformatted the thread a bit
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