[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4688: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3823)
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4690: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3823)
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4691: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3823)
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4692: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3823)
SnarkCafe Community • View topic - Ent Mod Tutorials - various

Ent Mod Tutorials - various

Helpful how-to's and tutorials.

Ent Mod Tutorials - various

Postby Fire-Wired » Sun Apr 10, 2005 10:26 pm

This information was collected from various sites about entmod. As well as from our very own site, of which i thought the information was lost. Enjoy!
================================================

Here is exactly how I use e_add:

To start:
e_add is for creating brand new point entities. Examples: info_player_deathmatch, monster_headcrab, env_beam, env_shake, and much more. They will usually be invisible entities that you never see in game. Some exceptions are monsters, weapons, cyclers, and ammo.

-Just about any point entity in the mod can be created ingame

-The command also lets you add additional parameters applied to the point ent once its made. They are called keys, they are follow by values. DF added a value named:
%HERE%. It will find what your current origin (mathematical location on the map) is, and replace it where you typed in %HERE% after you've pressed enter.

- You must separate each command with a colon :, a semi colon ; will not work.

You type an e_add command out like this
e_add entity_name:key1:value1:key2:value:2

-Every entity you create with e_add must have a defined origin. If you don't want an entity to be placed right inside you, type "status" in the console. Some where near the top will show where you are standing on the map. I should look something like this X=452 Y=-342 Z=0
You then insert that into a command like:
e_add env_sprite:origin:452 -342 0
It should always be typed in X Y Z order.


example for e_add
e_add env_sprite:origin:%HERE%:model:sprites/laserbeam.spr:scale:1

This will create a rectangular shaped beam segment. It will have a black background, and will be quite large.

When you select the kind of sprite, it must be one that is already present in the map. sprites/laserbeam.spr most likely will always be precached if you are using entmod or AdminOP.

-If you see a sprite in a map, you could try standing right near it and typing "entities" in the console. A whole bunch of numbers and file paths will appear. Somewhere in the bunch it should say something like sprites/some_sprite_name.spr.

WARNING: I highly suggest you do not use the e_add command when you are on somebody else's server, and you don't know what you are doing. One letter or order (example key1:key2:value2) put in the wrong spot will result in crashing the server. This will mainly occur in typing in file paths. Check to see if you typed in the EXACT file location of that file.

-Files will usually start from the mods folder example:
C:\SIERRA\Half-Life\tfc
-from here you start targeting the file
models/player/scout/scout.mdl
-and make sure you use the slash that has a question mark above it on your keyboard / regardless of what OS you use.
-------------------------------------------------------------------------------------

How to shoot rockets.

entmod_create rpg_rocket 1 (bind this for better use)

A better suicide you will take down any1 near when u die

entmod_quickmake rpg_rocket 1

-------------------------------------------------------------------------------------

how to make or add or spawn a monster and it(the monster) dead
it will spawn,add or make again auto

<entmod_only>

it's possible alright.but don't make a lot of them, it will get annoying.

e_add monstermaker:origin:%HERE%:monstertype:YOUR_MONSTER_HERE:delay:NUMBER:m_imaxlivechildren:NUMBER

delay:NUMBER will set the time between each spawn in seconds
m_imaxlivechildren is important, this will set the maximum monsters alive at the same time. WARNING if you e_kill a monster the monstermaker wont count it as 'dead' and will think that 'child' is still alive
so if you have maxchildren 2 it will now only make 1 maximum.

/\ in the other hand, this is a way of removing a monstermaker Smile

To the end of it add :is_player_ally:1 to make

e_add monster_hgrunt:origin:%HERE:is_player_ally:1

OR

If you have already made the monster, then look at them and type:

entmod_keyvalue is_player_ally 1
then copy them.

-------------------------------------------------------------------------------------
Another related command.
for entmod: entmod_keyvalue
for AdminOp: admin_keyvalue
For this set of instructions I will use the entmod command.

- You would use this command on visible solid entities in order to change its properties. (doors, elevators, rotating objects, entmap pieces...)

- This will change an existing objets properties without creating a new entity. It's simply used like this: entmod_keyvalue key value otherwords:
entmod_keyvalue what_you're_changing how_much_of_a_change.

-Any object other than a monster or a player that moves will most likley use the key "speed".
so...
If you see a rotating or sliding door somewhere in a map, you could type in entmod_keyvalue speed 1800 it will now move very fast (will not do any more damage-if-blocked than a very slow moving door would). Don't make it move any faster than 2000 or any lower than 1.

-If you see a rotating fan (never stops rotating) somewhere, type in the same command, but you need to type in e_use (to stop it) while looking at the fan. Then re-toggle it using e_use again to apply the changes.
-------------------------------------------------------------------------------------
Finally, heres the last commonly-ignored command
e_classname
It's the same for EntMod and AdminOP

-It's used when you want to create a new brush entitiy. These are the visible entities I was talking about before.

-Most can be identified farely easy if you see any of these things:
*really complex shape
*not emitting any shadows
*transparent (glass)
*has invisible parts on it (think of a grate)
*can be changed by somebody in game (buttons, pushable things, breakable things)
*Moves/Rotates all the time (fan), or when obviously activated (door, wheel, lever, elevator)

-It will be used like e_classname entitiy_name.
-This command can fix the problem of doors moving back to where you copied it from, if it's original is activated some how.

-You could try this on 2fort (tfc).
Walk up to one of the respawn doors. Look at it, and type in
e_classname func_wall
then use +copyent on it. Its copy will be a func_wall, and will not move as its parent func_door would.

-Just one funny thing I learned a long time ago is changing a door into a rotating object.


-Find a door that moves like a door you'd see in real life. It will swing open rather than sliding to one side.

-Look at it and type this command in
e_classname func_rotating
+copyent it and drag it out in the open.
Then type in e_use on it.

Those are just a few fun things you can do..

I apologize for not being to sort information very effectivly. If you have any questions, reply to this post.

IMPORTANT THING I TELL EVERYONE
go to http://collective.valve-erc.com near the top theres a link to "game entities". Find regular half life, and read about each entitiy.
Or
Download Valve Hammer Editor, set it up (tutuorial on site on how to)
Click on the light bulb on the left side of the program. Click somewhere on one of the spaces and press enter. Left click once until its selected, then press the right mouse button. Go to properties. There will be a list of every point entity the mod you setup the program for, can use.

Once you select one, alternate turning off and on the Smart Edit button. The words listen along the left side are the Keys. As you enter new things, you are entering values.
-----------------------------------------------------------------------------

my config for entmod binds

bind . e_rotate_y
bind / e_rotate_z
bind - firstperson
bind = thirdperson
bind [ entmod_noclip
bind ] "entmod_noclip 0"
bind b e_use
bind h "entmod_keyvalue health 900"
bind i "e_god 1"
bind j +copyent
bind k es_grab
bind l "e_god 0"
bind m e_drop
bind n mm_grab
bind o entmod_keys
bind p entmod_lookingat
bind MOUSE3 weapon_entmover
bind MOUSE4 +hook
bind MOUSE5 amxmodmenu

-------------------------------------------------------------------------------

Now to some more fun stuff...
Rendering!!!

-Rendering is basicly how a game engine applies various effects to something.

-All of the lights you see in a map all have to be calculated out in order to create shadows, and shade everything according to the properties of the light.

-Since half life is a 5 (maybe 6 now?) year old game, it isnt very complex.

-A great thing about changing renders is that no matter what combinations you enter, you can't crash the server. (Unless its a crappy unstable server)

Ok so he are the commands you'd use to start out

AdminOP:
admin_render player mode amount effects red green blue
e_render mode amount effects red green blue

Entmod:
e_render mode amount effects red green blue
-----------------------------------------------------------------------------------
e_render is used when apply new render commands to an object in front of you.
admin_render is for targeting a specific person in the game that you want to change.
-----------------------------------------------------------------------------------
First, and most important is the Mode (rendermode)
Bolded (real word?) words are what you enter after the command

0=Normal (brush entities, models, sprites)
1=Color (brush entities, sprites)
2=Texture (brush entities)
3=Glow (sprites)
4=Solid (brush/solid entities)
5=Additive (brush entities, models, sprites)

-The mode will affect what you're re-rendering the most, it changes what the rest of the commands (after mode) will change.

WARNING: Using mode 3 on something other than a sprite, will cause a very annoying console spam saying something like "none sprite set to glow".
-----------------------------------------------------------------------------------
Next is the amt/amount.

-This should have really been placed after the effects and r g b variables, since they are closley related.

-In most situations (depending on what mode and FX you use) this will edit the transparency.

-For this parameter, you enter a number 1-255. 255 will apply an effect the most (the most opaque in most cases). 1 will make the object completly invisible (in most situations).
-----------------------------------------------------------------------------------
Now we get to FX/effects

-These will stay the same no matter what mode you are in, but may not be visible.
-Depending on the amount (last section) the effect will be the most visible.

-They work best in modes 0,1,4,5

Possibilities:
1-19
Since the descriptions valve gives them arent the best, I suggest you play around with all of them, and remember ones you like. Here are my favorite ones:

0-nothing
1-Slow Smooth Fade (in and out)
2-Fast Smooth Fade (in and out)
8-Slow Flicker (random in and out)
9-Fast Flicker (random in and out)
10-Slow Consistent Flashing (off and on)
11-Fast Consistent Flashing (off and on) Will hurt your eyes
15-Liquidy Fast Flicker (very quick fading in and out)
16-Hologram (models and sprites only) It will look like 15, but will jump every once in awile. The further you get away from something with this effect applied, it will become completely invisible.
19-Glow Shell (models only) This is the most famous render effect. It can be seen in Quake 2 and 3. This is the colored mesh looking thing that surrounds a model. Its the effect used with Invuln and Quad Damage, and AdminMod's "glow red" "glow white" "glow police" commands. You can NOT have a black glow shell.
-----------------------------------------------------------------------------------
R G B
Red Green Blue

-Ever look really close to your TV? Each pixle is made up of red, green, and blue bars. Different intensities of these colors mixed together will get you any color your eye can see.

-A more scientific coloring technique is C M Y L. Cyan Magenta Yellow Black. This is what printers use in order to get a much more detailed picture. You dont need to worry about this...

ou will enter different intensities of these colors using numbers 0-255. You mix them together to get different colors. Its kind of like mixing paint.
Numbers to keep in mind: 255, 128, 64, 0

255 0 0 - red
0 255 0 - green
0 0 255 - blue
255 255 255 - white
0 0 0 - black
255 128 0 - orange
255 255 0 - yellow
128 0 128 - violet
255 0 255 - magenta
0 255 255 - cyan

Try different variations to get some cool looking combinations.
128 128 255 - electric blue
0 128 64 - army green
128 64 0 - maroon
128 255 0 - neon green
255 128 255 - neon pink
128 128 128 - gray...
255 255 128 - neon yellow
128 0 255 - sky blue
0 128 128 - teal

I figured most of these out on my own, but a good aid in figuring out colors is using MSPaint. Double click on a color at the bottom of the screen, click "Define Custom Colors", move the curser around the color gradient and look at the red green blue values.
-------------------------------------------------------------------------------------
So, heres just some render commands you could try to get you started...
You could use admin_render persons_name_here efore the other commands in order to apply a render on somebody who currently isnt near you, or for targeting yourself.

On a model:
e_render 0 1 19 255 0 0 - red glow shell
e_render 5 1 19 255 0 0 - red crystal glow shell
e_render 1 1 19 255 0 0 - red cloak glow shell
e_render 0 255 19 255 0 0 - red messy glow shell
e_render 0 1 19 64 64 64 - shiny!
e_render 5 255 16 0 0 0 - hologram
e_render 1 0 0 0 0 - invisible
e_render 0 0 0 0 0 - reset (completley opaque with no effects applied)

On a solid brush:
e_render 1 255 0 255 0 0 - solid red
e_render 1 128 0 255 0 0 - transparent red
e_render 1 255 0 0 0 - solid black
e_render 1 255 0 255 255 255 - solid white
e_render 4 255 0 0 0 0 - hides the decals (blood, bullet holes, sprays)
e_render 2 128 0 0 0 0 - textured with transparency (glass)
Meaning with out consequences, isn't pointless, and is always avoidable.
Image

User avatar
Fire-Wired
SnarkCafe Clan Leader
SnarkCafe Clan Leader
 
Posts: 2334
Joined: Wed Dec 31, 1969 7:00 pm
Location: inside SnarkCafe Labs

Postby Fire-Wired » Thu Nov 23, 2006 6:24 am

Meaning with out consequences, isn't pointless, and is always avoidable.
Image

User avatar
Fire-Wired
SnarkCafe Clan Leader
SnarkCafe Clan Leader
 
Posts: 2334
Joined: Wed Dec 31, 1969 7:00 pm
Location: inside SnarkCafe Labs


Return to How-To's

Who is online

Users browsing this forum: No registered users and 1 guest

cron