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HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
  #1  
Old 03-16-2005
mattmeow
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Default Mapping Tutorial for SourceForts.

Origianlly posted by Pinworm45:
(Good thing i decided to save this! :P)

Hey. Mapping for Sourceforts is virtually as easy as mapping for HL2. If you don't know how to map for HL2, google search some tutorials.

Note : this looks like alot, but it's not. I just included some tips here and there.

Setting Hammer Up:

This is easier than it appears.

1. Go into Hammer, and make a new Game Configuration.
2. Copy and Paste everything under the HL2: DM "Game Configurations" and "Build Programs", and paste them under the same areas.
3. Change the fallowing to the fallowing:

Game Configurations
-Game Directory : $SteamDir\SteamApps\SourceMods\SourceForts
-Hammer Map Directory : $SteamDir\SteamApps\SourceMods\SourceForts\maps

Build Programs
$SteamDir\SteamApps\SourceMods\SourceForts\maps

Once you've done this, your ready to map for Source Forts!

Mapping:

Make your map the same as a HL2DM map. Include the fallowing changes:

1. Info_Player_rebel for red team spawn, Info_Player_Combine for Blue.

2. You MUST include a Logic_gametimer for the game to work. In this you can also set Outputs that will occur when Build/Fight modes engage.

3. Flags are "Red_flag" and "Blue_Flag". Pretty self explanitory. To make them stay in place during build time, go into their parameters and change "freeze during build" to "yes"

4. For base protection (prevents opposite team from freezing/unfreezing stuff in here) make a brush, and make it the size of the area you want the base protection in. Apply the texture "trigger" to this. Tie it to a Func_Fortsite. In the parameters, choose wether its Combine or Rebel.

5. A trick to prevent people from covering their flag, is to place a Func_nofreeze over the flags. This will prevent them from freezing around it. DO NOT put a Physics Clip around it. That just makes it worse (gives people something to rest their items on). This works PERFECTLY as the team can't freeze items over their flag.

6. to make doors that dissappear when fight mode starts, first make a brush. Make it the legnth of the door/wall. Right click the door, and Tie it to an Entity. Make it a "func_door". If you want it to be invisible, give it the Nodraw Texture. In the parameters, set the fallowing.

Move Direction : Down.
Move Speed : 100000 (50 if you wanna see it go down).
Lip : - 10
Time Until Reset : -1

In the flags, uncheck "touch activates".
name it wall1.

Now, go to your Logic_gametimer. Add the fallowing outputs.

Onbuild > door1 > Close
OnFight > door1 > open.

You will now have a wall/door that will open and close during fight/build.

This is all you need. Now post some good maps here!)
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  #2  
Old 03-17-2005
Pinworm45
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w00t, I'm like a celebrity!
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  #3  
Old 03-19-2005
pvtbones
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ok what am I exactly supposed to do under the tab "build programs"?
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  #4  
Old 03-19-2005
X|Rolando
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Quote:
Place compiled maps in this directory before running the game:
$SteamDir\SteamApps\SourceMods\SourceForts\maps
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  #5  
Old 04-08-2005
ScrashDK
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How do I make a new Game Configuration?

UPDATE... well I've found out
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  #6  
Old 04-11-2005
DJ_Monkey_Pilot's Avatar
Uke
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This tutorial doesnt mention the .fgd :O
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  #7  
Old 04-11-2005
beeng
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yeah
and it breaks hammer if you dont -_-
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  #8  
Old 05-18-2005
HL2R Killergame
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theres somthing wrong says somthing about a game txt that isnot there
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  #9  
Old 05-26-2005
HL2R Killergame
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Im a fish lol just realized
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  #10  
Old 05-26-2005
Texas Chainstore Manager
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It says to name the wall "wall1", but then it's referred to as "door1" in the logic_gametimer outputs.
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