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How do make objectives with GTKRadiant

PostPosted: Mon Jul 27, 2009 12:51 pm
by Fenix
I cant find any tutorial that help you with siege objectives. say for example, i wanna make a point where offense have to reach to complete the first objective. how do I do it,

how do you change the spawn position once an object is complete and how do you print off message and give points to the player.

how do you make something carriable , like the code obj on hoth, and make a deliver spot. How to make consoles that people can hack say to green a door or something.

how to do siege classes.

lots of questions.

Re: How do make objectives with GTKRadiant

PostPosted: Mon Jul 27, 2009 2:30 pm
by j3rk
I think your questions are too broad to answer in detail. The easiest way to answer all of those questions is probably to examine the Hoth siege .map which is included in the Raven map SDK. Mapping in Siege basically requires a combination of using entities in your map (like triggers and info_siege_objectives) and editing text files in the .pk3 (like the .siege and .team files).

In short/generic terms though:

Fenix wrote:wanna make a point where offense have to reach to complete the first objective


yews a trigger_once brush which targets an info_siege_objective

Fenix wrote:how do you change the spawn position


yews the "startoff" key on your info_player_siegeteam1 and info_player_siegeteam2 and target those entities to turn them on and off.

Fenix wrote:how do you print off message


yews a target_print entity.

Fenix wrote:give points to the player


This is not something you map, it's coded into the game.

Fenix wrote:how do you make something carriable


yews a misc_siege_item entity and set the "goaltarget" key to the delivery spot trigger

Fenix wrote:how to do siege classes.


Look at the .team and .siege files in a Siege map with custom classes (like Cargo for example).

Fenix wrote:How to make consoles that people can hack


Create a console in the map and place a trigger_once or trigger_multiple brush in front of it. Set the "usetime" key to number of milliseconds you want it to be hacked. Also set the "idealclass" key to only allow a specific class to trigger it (i.e. "Rebel jan").

Re: How do make objectives with GTKRadiant

PostPosted: Mon Jul 27, 2009 11:12 pm
by Fenix
ok cool i will try these. ty for the info

Re: How do make objectives with GTKRadiant

PostPosted: Tue Jul 28, 2009 12:17 am
by wafflz
j3rk wrote:I think your questions are too broad to answer in detail. The easiest way to answer all of those questions is probably to examine the Hoth siege .map which is included in the Raven map SDK. Mapping in Siege basically requires a combination of using entities in your map (like triggers and info_siege_objectives) and editing text files in the .pk3 (like the .siege and .team files).

In short/generic terms though:

Fenix wrote:wanna make a point where offense have to reach to complete the first objective


yews a trigger_once brush which targets an info_siege_objective

Fenix wrote:how do you change the spawn position


yews the "startoff" key on your info_player_siegeteam1 and info_player_siegeteam2 and target those entities to turn them on and off.

Fenix wrote:how do you print off message


yews a target_print entity.

Fenix wrote:give points to the player


This is not something you map, it's coded into the game.

Fenix wrote:how do you make something carriable


yews a misc_siege_item entity and set the "goaltarget" key to the delivery spot trigger

Fenix wrote:how to do siege classes.


Look at the .team and .siege files in a Siege map with custom classes (like Cargo for example).

Fenix wrote:How to make consoles that people can hack


Create a console in the map and place a trigger_once or trigger_multiple brush in front of it. Set the "usetime" key to number of milliseconds you want it to be hacked. Also set the "idealclass" key to only allow a specific class to trigger it (i.e. "Rebel jan").


So, P!ng, are you working on any MB2 maps at the moment?

Re: How do make objectives with GTKRadiant

PostPosted: Tue Jul 28, 2009 9:56 am
by j3rk
No sir. I actually retired from the team a couple of months ago. I may return some day with some community maps or something.

Re: How do make objectives with GTKRadiant

PostPosted: Tue Jul 28, 2009 3:38 pm
by wafflz
j3rk wrote:No sir. I actually retired from the team a couple of months ago. I may return some day with some community maps or something.


That's be badass haha, all the mb2 mappers currently suck dick.

Re: How do make objectives with GTKRadiant

PostPosted: Wed Jul 29, 2009 4:16 pm
by j3rk
I appreciate the props dude but I can't agree with you about the team mappers. There's some serious talent over there IMO.

Re: How do make objectives with GTKRadiant

PostPosted: Wed Jul 29, 2009 5:27 pm
by wafflz
j3rk wrote:I appreciate the props dude but I can't agree with you about the team mappers. There's some serious talent over there IMO.


They can make maps look good till they turn blue in the face, but until they actually have an understanding of how the game works they'll always make shitty maps.

Not to mention they refuse to allow the best bug-finders ('cuts) to do any form of beta-testing which would remove all of these retarded bugs from any released builds.

The MB team has their heads too far up each others asses to release something that's anywhere near bug-free, because the only people who get on the beta team are asskissers and faggots.