View Full Version : Entity updates
AdamR
5th September 2007, 19:19
From now on, I'll post entity updates here, and on the news. You are welcome to post RIPENT suggestions here, or discuss changes already made.
5th September 2007
last4
Moved the minigun to a harder area.
sc_activist
Made the barney's at the start killable. Small mistake :)
sc_cliffside
Moved the minigun to a harder area.
Only provided 1 minigun ammo box.
sc_tension
Added "missioninfo" text entity, to inform players what they need to do in the map. It's shown on spawn, and when pressing a computer in the control room.
Fixed "threat destroyed" trigger for the osprey.
Added minigun grunt near the bomb.
Improved train speed and damage.
Improved train door (near outside) open/close speed.
thelinx
6th September 2007, 05:06
Holy cow, great work!
You should try to remove the minigame in RE1, though.
Not that I play it, but anyway :D
ruM^
7th September 2007, 01:22
last4
Moved the minigun to a harder area.
:awesome:
Where did you put it?
liv3d
7th September 2007, 11:33
Its floating above the osprey which drops the black ops... so only people with elite skills can get it :roller:
Note: This post may contain non-truths
Pvt. .T.
7th September 2007, 15:20
Great improvements.
AdamR
7th September 2007, 16:41
Thanks. I'll post a longer list when I figure out what I changed in each map.
Pvt. .T.
7th September 2007, 20:00
Sc_Cyberspy seems to have a bugged enemy. A friendly robogrunt model which is set as an enemy is invulnerable (HAL Robot).
Better check if that map has more errors like that too.
Must be the same problem like on sc_activist.
AdamR
8th September 2007, 01:51
Is that the one by the green laser barrier?
Pvt. .T.
8th September 2007, 08:48
Is that the one by the green laser barrier?
Yes.
Ozku "Orava"
11th September 2007, 09:56
Hostage2b
Players can break window at start and skip many parts of map.
thelinx
11th September 2007, 11:20
Hostage2b
Players can break window at start and skip many parts of map.
Players can't, from the outside though. Grunts can.
If you get them to destroy the windows, which I don't know how, you can skip much.
AdamR
11th September 2007, 11:28
I was going to say. I've never been able to destroy it from the inside
thelinx
11th September 2007, 16:17
What I meant with "Players can't, from the outside though.", was that you can only as a player break them from the outside.
I was unclear though, my bad.
AdamR
27th September 2007, 22:09
27th September 2007
sc_cyberspy
Made the robot killable. For some reason it had the "ally" flag checked.
svencooprpg
Added another teleporter, so each weapon has it's own. This should slow down tele-fragging.
Added 2 teleporters to replace the first set after selecting a weapon. These are placed at the top of the un-climbable rope, and activated when the rope expands. One for each weapon.
svencooprpg2
Increased speed of weapon select push to help prevent selecting multiple weapons.
These are uploading as we speak. I will remove this notice when they have been installed by the support team.
thelinx
28th September 2007, 08:00
You should try to remove the minigame in RE1, though.
Not that I play it, but anyway :D
Ahem :>:
AdamR
28th September 2007, 08:39
Why didn't I see that ...
cyberdaemon
2nd October 2007, 15:23
I was going to say. I've never been able to destroy it from the inside
No the point is to make grunts outside shoot at you and there force break the glass ?
AdamR
2nd October 2007, 15:26
We also tried that the other day. They shot at it but it didn't break.
cyberdaemon
3rd October 2007, 07:29
Maybe they didnt shoot enough ? If you can destroy the class from outside by yourself , then something must trigger it destructible latter or what ?
AdamR
3rd October 2007, 09:19
What I mean is they shot at it, but no glass break sound occured. It was as if they were shooting an invisible wall so it'd never break the glass.
cyberdaemon
6th October 2007, 21:20
Map sc_opd had indestructible medic grunt.I shot at him like 20 times with my magnum/sniper weapons and no health change.Just in the end where osprey crash site is.Btw. this map lags like hell :(
Also maps IcestrormX had a robo grunt monster in the end.Also indestructible.
Sc_cyberspy had still that indestructible robo grunt.
edit : you forgot to make any changes in my map btw.
ruM^
18th October 2007, 18:37
I played nm_uspninjas earlier today and I noticed a couple of the extra friendly grunts had their heads stuck through the ceiling of the van:
http://img88.imageshack.us/img88/1495/nmuspninjas0000am6.th.jpg (http://img88.imageshack.us/my.php?image=nmuspninjas0000am6.jpg)
I'm guessing an entity update was recently implemented in this map but its gone horribly wrong. :XD:
AdamR
18th October 2007, 19:12
I noticed this too. I think they come out fine if you use them, or when they try to move. Do they? :s
ruM^
18th October 2007, 21:27
No unfortunately not. The original friendly grunts can but the other two just end up doing a mid-air running man with their heads still stuck to the roof. :dance:
AdamR
19th October 2007, 00:10
I've sent in an update to correct this.
I've also replaced the 3rd soldier for a medic. May come in handy in smaller groups :) There is also a 30 second delay between them respawning.
Off topic: Out of interest ruM, what part of London do you live in?
ruM^
19th October 2007, 09:00
I've sent in an update to correct this.
I've also replaced the 3rd soldier for a medic. May come in handy in smaller groups :) There is also a 30 second delay between them respawning.
Nice one. :)
Off topic: Out of interest ruM, what part of London do you live in?
South-East London. Only a 15 minute train ride to London Victoria. :awesome:
Decca
20th October 2007, 16:03
umm the map <sc_tension> you start in a room with 2 doors(one on each side) both are supposed to open, but none are opening up. also on nm_uspninjas (think thats the name) the human grunts were not attacking(just like ducking down) same with sc_cliffside. the garg was not attacking and same with the grunts that come out of the osprey.they were just ducking is the best way to describe it. Same thing with <2bases> seems like the aliens and the ninjas are fine just the human grunts are freaking out. Almost looks like they're dancing.
AdamR
20th October 2007, 17:59
I just sent in updates to fix issues on nm_uspninjas and sc_cyberspy. Sandstone will also get a message at spawn telling users what they should be doing.
thelinx
20th October 2007, 18:00
Have you removed the minigame in RE1?
AdamR
20th October 2007, 19:57
No.
thelinx
20th October 2007, 20:54
Ok.
AdamR
20th October 2007, 22:12
Without minigun ammo regen it's not abusive.
thelinx
21st October 2007, 12:21
Ok then. It's your decision ;)
PS: It's a good point, too.
ruM^
21st October 2007, 14:26
also on nm_uspninjas (think thats the name) the human grunts were not attacking(just like ducking down) same with sc_cliffside. the garg was not attacking and same with the grunts that come out of the osprey.they were just ducking is the best way to describe it. Same thing with <2bases> seems like the aliens and the ninjas are fine just the human grunts are freaking out. Almost looks like they're dancing.
Its a general problem for all maps which have enemy grunts in them. Its been happening on all the Svencoop Multiplay servers. The same problem goes for Barney's and Scientists, though they have been affected in a different manner. Just now players could not progress in the map zero due to this problem. When we reach the Scientist behind the glass window he would normally run away and enemies would spawn but this didn't occur, causing progress to stop. I think (fingers crossed) AdamR has sent off a fix with the other updates which he is waiting to be applied.
Decca
21st October 2007, 20:25
yes i hope so, look at this gargantua. I call this "Bow Before Your Master Decca" =)
http://i199.photobucket.com/albums/aa307/lorddecca/warehouse-invasion0000.jpg
AdamR
22nd October 2007, 06:41
Yes, I am well aware of this. I am waiting for tech support to put my file back.
cyberdaemon
22nd October 2007, 21:51
Adam , please make these entity updates to my map ;)
-change the trigger_hurt with -2 damage to -5 (only one trigger_hurt makes negative damage (-2), rest take damage)
-replace weapon_eagle with weapon_357 (there is only 1 weapon_eagle)
-trigger_multiple with target as "mortar1" , change its delay before fire from 3 to 1
Im duying to see the 357 in that secret place , also mortar area aint working properly without that change :(
thelinx
23rd October 2007, 07:28
And what map is that?
cyberdaemon
26th October 2007, 17:20
Sc_frontline , but AdamR already knows so i didnt mention it :P
thelinx
26th October 2007, 19:44
Ok :)
cyberdaemon
27th October 2007, 02:51
assaultmesa2 has that ichtosaur area , its so damn anoyng.So adding a weapon crossbow to that room before the fishes would do alot good :D
AdamR
27th October 2007, 13:21
It's meant to be hard.
piers
27th October 2007, 13:27
there is a crossbow isnt there?
Decca
27th October 2007, 16:26
"Just say no" to shooting itchys. I've always found it easier to just swim by rather then shooting at them.
AdamR
27th October 2007, 16:54
There isn't a crossbow no, but as decca said it's easier to in in first and swim around.
Ozku "Orava"
27th October 2007, 22:09
There isn't a crossbow no, but as decca said it's easier to in in first and swim around.
Unfortunately, most people dont reliase this
:pissed:
AdamR
28th October 2007, 02:42
^ sent that message from my N95 at a pub :D
Just sent in an update to change the golden gun points on secretworld from 1000 to 20.
Pvt. .T.
28th October 2007, 09:12
Has bm_nightmare suddenly gone to the older version? I tried to connect yesterday on King Size which had bm_nightmare_a and I got a map differs error.
EDIT : newest current version is 2.0 it seems. I reinstalled it. I will check if I still cant get to the server because of map differs error.
Ozku "Orava"
28th October 2007, 10:22
Can you remove gluon gun from sc_cliffside? I saw today one guy having about 600 point with it.
Decca
28th October 2007, 14:56
Can you remove gluon gun from sc_cliffside? I saw today one guy having about 600 point with it.
I think it should stay. Not too many people can get to it. Not too many people know about it. And truthfully if you camp in the tower with your mp5, you can rack up 600 kills from the osprey pretty easy. Might take a little longer but the point of the map is to destroy the osprey. By whatever means necesary.
AdamR
28th October 2007, 17:47
I think it should stay. Not too many people can get to it. Not too many people know about it. And truthfully if you camp in the tower with your mp5, you can rack up 600 kills from the osprey pretty easy. Might take a little longer but the point of the map is to destroy the osprey. By whatever means necesary.
What he said.
There is a worse place to camp if you know how to get to it.
cyberdaemon
1st November 2007, 05:55
You probably mean the cliffs , there is nice picture behind them lol ;) Just discovered few days ago its there...
thelinx
2nd November 2007, 14:59
You should add a sprite or some kind of notification before Ichy areas that not shooting them is great. :)
Decca
3rd November 2007, 23:01
Caution : Itchy Crossing :cube:
Ozku "Orava"
3rd November 2007, 23:07
"Please dont shoot ichys....OR U F****N DIE"
ScouT
5th November 2007, 13:52
Can you remove gluon gun from sc_cliffside? I saw today one guy having about 600 point with it.
Remove this map, and osprey - they are both pointless "shoot the osprey" maps and are the easiest to xp whore on. Even finishing the level turns you into an xp whore.
ruM^
6th November 2007, 18:42
Remove this map, and osprey - they are both pointless "shoot the osprey" maps and are the easiest to xp whore on. Even finishing the level turns you into an xp whore.
No there is no point to doing this. If you do then you may as well remove every map that has a flying osprey in it. Thats why I suggested enforcing a no minigun ammo regen, so whoring wouldn't be a major issue.
ScouT
6th November 2007, 22:14
No there is no point to doing this. If you do then you may as well remove every map that has a flying osprey in it. Thats why I suggested enforcing a no minigun ammo regen, so whoring wouldn't be a major issue.
Well most maps with ospreys in are just whore maps anyway that basically focus on just shooting an osprey, the only exception I can think of straight away is last4 because it is part of a series and it follows a decent storyline.
cyberdaemon
7th November 2007, 01:39
Gauss gun is more effective in whoring an osprey than minigun!
btw. why sometimes osprey becomes invulnerable to damage ?
AdamR
7th November 2007, 02:29
You're shooting it at the wrong place.
Decca
7th November 2007, 02:50
I believe whoring is defined as 1000 kills in say, about 30 minutes by Adam somewhere in another post. Besides, get a few people shooting at an osprey and you won't get any good xp. I can think of way better maps for xp, than those with ospreys. Only "sc_cliffside" borders on too easy. Because of the garg and excess gauss ammo around.:>:
AdamR
7th November 2007, 12:08
Our definition of XP whoring (http://sc.multiplay.co.uk/xp-faq.php#q14). Having 1000 points in 30 minutes doesn't immediately make someone a whore.
Decca
9th November 2007, 00:10
svencoop1 is having issues where the elevator door, by the mounted gun. the door would not open and everytime i got close trying to open it. it would smash me. a closed door would smash me. this happened repeated times. also a restart did not fix the problem.
AdamR
9th November 2007, 01:40
It's an odd door... it's suppost to work like this: When you kill enough enemies out there, the door opens once until 2 people are in there and press the button. The door closes immediately. The door then won't open for another 5 minutes, at that time it'll stay open forever. It's normal to have a croud outside waiting for the door to open. You should probably backtrack to the spawn teleporter exit and see if the shortcut has been opened.
ruM^
9th November 2007, 21:45
I recently noticed another problem. Some entity updates were implemented on the maps sc_cyberspy and sc_tension a while back that stopped players from finishing the map. But now they have been removed, and they are back to their original states.
So in simple terms the problems with these maps have returned. The HAL Robots are once again invincible on sc_cyberspy, and accomplishing one of the mission objectives on sc_tension will not register.
I'm guessing this was due to the recent image restoration after the servers went a bit nuts not too long ago. :wallbang:
AdamR
10th November 2007, 04:01
Probably. I'll request another extraction of our server maps archive.
ruM^
14th November 2007, 10:43
I played RE1 again yesterday and I think I mentioned a problem with the Hunters in which they would attack, but they weren't able to do any actual physical damage to players. They sort of just like to rub against everyone. :giggidy:
Anyway I played RECO on a different server the other day and the Hunters were working perfectly. I know they're different maps, but what I noticed is that the Hunters on the RECO map sounded like pit_drones, and I know that the Hunters on RE1 sounded like Gonomes. So I'm assuming that the entities the Hunters use on RE1 are incorrect.
If possible, instead of the Hunters on RE1 using Gonome entities maybe you could change them to use the pit_drones instead? It might fix the problem with them being unable to do physical damage.
Decca
2nd December 2007, 19:07
I don't know what happened in Ragemap this morning but at the end, when the credit screen came up. It ran about halfway through then stopped. Suddenly we were in the "chubby room". Just an empty room with chubby eating trash. Pretty funny I thought. lol :p
Tamina
20th January 2008, 15:06
sewer_systematic_f2
"Barnabus Android 2.5" is not destructible.
combined3v2
"Crazey Joe (Must Kill)" is not destructible.
ruM^
12th April 2008, 12:00
I figured I would type up the errors I have been running into over the past few weeks. Some of them I probably might have highlighted in IRC but even I can tend to forget about them. :awesome:
IceStormX - Android at the end. Its a similar problem we had a while back with the Androids in sc_cyberspy whereby they are indestructible.
Osprey - Sometimes the scientists on the lower level cannot activate a scripted sequence which destroys the main doors to the helipad. Also on the upper levels the Gonome and the scientist sometimes won't trigger a little scripted sequence preventing players from accessing the upper level.
Uzi/s & Miniguns do no damage! - This is a general problem that I know only applies to a small number of maps, three of which I know for a fact includes Osprey, Infested and sc_cliffside (coincidentally all maps with ospreys in them). Basically try shooting your uzi/s at anything that has Health i.e grunts, osprey, or xen creatures and it is like shooting blanks to which they take no damage.
last3 - The last map series cannot continue on to last3 once players have finished last2. Instead it causes the server to crash.
There might be more issues but I can't remember them at the mo. I hope this is helpful. :buddy:
AdamR
12th April 2008, 17:15
sewer_systematic_f2
"Barnabus Android 2.5" is not destructible.
Like IceStormX, easilly fixable. I'll look into this.
IceStormX - Android at the end. Its a similar problem we had a while back with the Androids in sc_cyberspy whereby they are indestructible.
I thought I fixed that ages ago, or was it just sc_cyberspy? :s I'll look in to this.
Osprey - Sometimes the scientists on the lower level cannot activate a scripted sequence which destroys the main doors to the helipad. Also on the upper levels the Gonome and the scientist sometimes won't trigger a little scripted sequence preventing players from accessing the upper level.
I have no idea how scripted sequences work in sven maps. I'll try resending osprey.bsp, it may be corrupt.
Uzi/s & Miniguns do no damage! - This is a general problem that I know only applies to a small number of maps, three of which I know for a fact includes Osprey, Infested and sc_cliffside (coincidentally all maps with ospreys in them). Basically try shooting your uzi/s at anything that has Health i.e grunts, osprey, or xen creatures and it is like shooting blanks to which they take no damage.
No idea why this happens. I wouldn't know where to start looking.
last3 - The last map series cannot continue on to last3 once players have finished last2. Instead it causes the server to crash.
Corrupt map, I'll re-send it.
Thanks :)
Edit: I've just noticed I already have modified and fixed ice storm x and sewer systematic p2, just hadn't submitted them (no idea why!).
AdamR
12th April 2008, 17:29
Sent off updates for the following maps:
IceStormX
last3
last4 (to be safe :))
sewer_systematic_f2
osprey
ruM^
12th April 2008, 17:39
Thanks again. :dance:
ruM^
14th April 2008, 19:57
Just finished playing sc_tension and I noticed a few problems but most of them center around the invulnerable friendly NPC's. Whether it was a server side decision or a simple command that was overlooked, I think it needs to be changed as it causes a few problems.
http://img291.imageshack.us/img291/4513/sctension0001jk1.th.jpg (http://img291.imageshack.us/my.php?image=sctension0001jk1.jpg)
Friendly grunts above should normally have been crushed when the Garg pushes the vehicle against the crates. Obviously because friendly npc's cannot be killed this little sequence fails. This being only one of the less important issues. :D:
Also at one point the tram became immobile as a friendly robot grunt got on the tracks, was pushed along in front of the moving tram and eventually disabled the tram from moving as we entered the tunnel. I'm guessing if the friendly npc's weren't invincible we could have just run it over.
http://img60.imageshack.us/img60/9513/sctension0000km1.th.jpg (http://img60.imageshack.us/my.php?image=sctension0000km1.jpg)
^I think this is self explanatory. :awesome: Maybe remove Otis?
AdamR
14th April 2008, 21:19
what the BEEP... I've never seen either of those occur! More than likely a one off, but next time I play this map I'll look out for it.
ruM^
15th April 2008, 21:02
They've been there for a while now. In fact I think they've been there since you modified the entities on the map! :buddy:
AdamR
15th April 2008, 22:47
hahaha could be so mate, could be. I'll see to that soonish - i need to modify the messages in this map anyway as they use channel 3, and so does SCXPM (meaning that the SCXPM display will take over any message showing on channel 3)
Tamina
9th July 2008, 17:32
sewer_systematic_f2
"Barnabus Android 3 Super" is not destructible.
AdamR
15th August 2008, 22:16
Excessively late (sorry), but just sent an update for sewer_systematic_f2. All the "Barnabus Android 3 Super" now have "is_player_ally" enabled to double-negate the monster_barney's default ally enabled.
Also updated dotd so the doors at spawn don't permanently close when used once. They will re-open after 15 seconds.
Edit: Installed
Cpl_Punishment
18th August 2008, 07:02
Hostage.bsp at the end of the map where you escort the hostages to the teleportal. The map will not end until the all of the hostages are escorted to the teleportal or they are killed. Any shooting or enemy attacks and the hostages will jump in the lava (sometimes they will jump in for no reason).
The problem is the hostages have been set to take no damage and will not die. You can't get them out of the lava to the teleportal and you can't kill them so you can't finish the map. The only thing you can do is vote a map. If the vote fails players will not wait 15 minutes for another vote and you end up with an empty server. Default is 40 hp for the hostages. The 500 hp for the hostages would be good as long as they would take damage from the lava. I think the mapmaker intended for players to fail this mission most of the time. :roll:
shryko
5th September 2008, 03:44
but if that was changed, we couldn't go hostage fishing with ent mod!!!
really, I'd like to see invisible walls about halfway up the waist added so they can only go into the lava after leaving the little island place... make it near impossible for them to just go swimming :P
AdamR
5th September 2008, 12:21
You aren't going to see that because you can't add/remove blockwork without forcing everyone to re-download the map under a different name :(
AdamR
1st November 2008, 05:41
1st November 2008
crazymaze
Entering the wrong code now creates an explosion.
hostage2a
Entering the wrong code now creates an explosion.
incoming
Updated guards for current members of staff.
sandstone
Made the information and direction sprites more visible, should help you read them from longer distances.
vger
Added information sprite about the turret computers.
Cpl_Punishment
3rd November 2008, 12:15
1st November 2008
sandstone
Made the information and direction sprites more visible, should help you read them from longer distances.
vger
Added information sprite about the turret computers.
The new directionals in sandstone are nice. :)
AdamR
3rd November 2008, 17:02
They've been there for ages :) Just made them more visible now.
Forgot to mention incoming, added to the post.
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