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Author Topic: Useless stuff  (Read 4434 times)
bravesurf
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« on: November 08, 2009, 05:13:59 AM »

Ever made something that's nice, but totally uselss? post here ^^
I'll start :p

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Shadow
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« Reply #1 on: November 08, 2009, 08:17:26 AM »






inb4 philosoryan
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bravesurf
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« Reply #2 on: November 08, 2009, 08:52:48 AM »

now that's just mean :p
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power-fusion
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« Reply #3 on: November 08, 2009, 10:15:35 AM »

 Never tell your password to anyone.
PA!N: http://www.steamgiftstore.tk/ register you will get a gift i had left 4 dead 2

gotta love these bastards
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Paper-Cut
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« Reply #4 on: November 08, 2009, 02:28:22 PM »

I think I lost it all over my few reformats but I had some crazy shit made..Ryan's seen a lot of it.
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I make my maps with Microsoft Paint.
svbg869
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« Reply #5 on: November 08, 2009, 04:54:42 PM »

I think I lost it all over my few reformats but I had some crazy shit made..Ryan's seen a lot of it.
please have a search
for the good of our kind
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unt0uch4bl3
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« Reply #6 on: November 09, 2009, 03:42:00 AM »

Fully functional Sudoku in css. Yet to find any use for it.

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svbg869
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« Reply #7 on: November 09, 2009, 01:41:32 PM »

Fully functional Sudoku in css. Yet to find any use for it.

models 17%
entdata 52.9%

that's messed up man
but props, i want to see a hammer screen of all the ents Razz
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unt0uch4bl3
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« Reply #8 on: November 09, 2009, 02:24:10 PM »

Its not a lot at all.

There are like 10 outputs stored in each "cell" which is a func_button. (Most of them are just to highlight the appropriate squares surrounding the one you picked)

There are 81 logic_compares.

and like 3-4 others. You might think its complex but its actually very simple.
--------

This on the other hand might look simple, but its confusing as fuck. Its a base capture system. There are 5 bases, each team has to capture at least 3 bases and keep them for X amount of minutes. To capture a base you have to stand in a designated area (circle) for X amount of seconds to win. Once a base is captured the only way the opposite team can capture that base is to kill the person who captured it in the first place. A person can capture multiple bases and an indicator will be parented to him to show which bases were captured by that player. Once he dies the bases that he captured will be set to neutral and free to be captured by either team. This system is fully equipped with env_hud msgs that display a timer while your capturing the base to show how many more seconds until capture. If another player walks in while you are capturing it will display that someone is already capturing the base and if you walk into the circle after the base is captured it will display a message saying either YOU captured this base (if you did) or a different player captured the base. Also fully equipped with console messages announcing when a base has begun to be captured/has been captured/became neutral and how many bases each team has captured at that instance. Also has an indicator ring that blinks when a base is being captured and goes solid to the team's color once captured and back to white when neutral.
Fully functional and works flawlessly.
Original idea of capturing bases is not mine.

Great idea for a combat surf map.
entdata 46.1%

How does this compare to people that can't even get fall damage to work =p
« Last Edit: November 09, 2009, 02:41:10 PM by unt0uch4bl3 » Logged

RazerSurf
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« Reply #9 on: November 09, 2009, 02:49:47 PM »

*Big bunch of confusing text and a picture wich is harder to look at then gayporn*

See what i did thar?

Btw You are fucking crazy... I bet my ass you're IQ is like 150 Very Happy

EDIT: <-Ksf clan map system by untouch...
« Last Edit: November 09, 2009, 02:53:13 PM by RazerSurf » Logged


Zalos
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« Reply #10 on: November 09, 2009, 02:56:55 PM »

Its not a lot at all.

There are like 10 outputs stored in each "cell" which is a func_button. (Most of them are just to highlight the appropriate squares surrounding the one you picked)

There are 81 logic_compares.

and like 3-4 others. You might think its complex but its actually very simple.
--------

This on the other hand might look simple, but its confusing as fuck. Its a base capture system. There are 5 bases, each team has to capture at least 3 bases and keep them for X amount of minutes. To capture a base you have to stand in a designated area (circle) for X amount of seconds to win. Once a base is captured the only way the opposite team can capture that base is to kill the person who captured it in the first place. A person can capture multiple bases and an indicator will be parented to him to show which bases were captured by that player. Once he dies the bases that he captured will be set to neutral and free to be captured by either team. This system is fully equipped with env_hud msgs that display a timer while your capturing the base to show how many more seconds until capture. If another player walks in while you are capturing it will display that someone is already capturing the base and if you walk into the circle after the base is captured it will display a message saying either YOU captured this base (if you did) or a different player captured the base. Also fully equipped with console messages announcing when a base has begun to be captured/has been captured/became neutral and how many bases each team has captured at that instance. Also has an indicator ring that blinks when a base is being captured and goes solid to the team's color once captured and back to white when neutral.
Fully functional and works flawlessly.
Original idea of capturing bases is not mine.

Great idea for a combat surf map.
entdata 46.1%

How does this compare to people that can't even get fall damage to work =p

HOLY SHI..

thats pretty cool. Have you put it into a map to test its gameplay ability? I think it might have the problem of the teams dieing off before it actually gets to work, in css that is. Also, what did you use to track the one guy that captured the point vs random person on the same team?
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svbg869
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« Reply #11 on: November 09, 2009, 03:00:47 PM »

shit load of text
is there anything you cant do?
if so, what?
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unt0uch4bl3
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« Reply #12 on: November 09, 2009, 03:10:10 PM »

@Zalos: I forgot to mention this system requires Death Match. W/o death match it would be useless.

I set targetnames to players to track them.

Edit:
The biggest problem with this, is a flaw with the source engine. If a player's speed is too fast sometimes OnEndTouch and OnstartTouch outputs aren't fired or messed up in some other way (Yet to figure out exactly what happens). Thus screwing up everything. The only way to break the base system for example is to continuously noclip from one base to the other quickly for some time until it gets messed up (not what happens in regular gameplay). Which is simple to fix with a few safe checks.

Outputs are also fired simultaneously instead of consecutively so it reduces the amount of control over the system. And you can't control the order of the simultaneously fired outputs which then requires you to use 0.01 delays which again is not very efficient.

Source engine was not created for anything more complex than a simple teleporter (and scripted events for hl2) and there are a lot of entities that were created for single player and not optimized for multiplayer. For example env_screenoverlay and trigger_look.

So me doing this is REALLY stressing it.
« Last Edit: November 09, 2009, 03:28:19 PM by unt0uch4bl3 » Logged

Lightning
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« Reply #13 on: November 09, 2009, 03:39:58 PM »

BÄm lol guys xD
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Zalos
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« Reply #14 on: November 20, 2009, 03:33:43 PM »

Question on setting the target name unt0uch4bl3, if you dont mind. How do you set a targetname to a person?
some form of use with the !activator?
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Ryan_S
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« Reply #15 on: November 20, 2009, 04:14:26 PM »

Question on setting the target name unt0uch4bl3, if you dont mind. How do you set a targetname to a person?
some form of use with the !activator?
Use server command entity and use the steam ID or whatever. You can't target someones name unless you give each person a knife with a name and whatever else you wanted, to it.
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Zalos
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« Reply #16 on: November 20, 2009, 04:25:33 PM »

lol wait, so I could set a targetname to the knife that a person has, which i gave a name in hammer that they picked up. Can that knife trigger things useing its name? What flag would have to be click in the trigger? physic objects/npc? or would it just work if i set the name?
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RazerSurf
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« Reply #17 on: November 20, 2009, 04:50:35 PM »

lol wait, so I could set a targetname to the knife that a person has, which i gave a name in hammer that they picked up. Can that knife trigger things useing its name? What flag would have to be click in the trigger? physic objects/npc? or would it just work if i set the name?

You can use onplayerpickup in the guns outputs.
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Zalos
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« Reply #18 on: November 20, 2009, 06:39:59 PM »

Ok i have a specific task im trying to complete, ill let you know how it goes. maybe in pms instead of spamming this thread.
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unt0uch4bl3
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« Reply #19 on: November 20, 2009, 06:44:18 PM »

OnStartTouch->!activator->addoutput>targetname bob

It seems that if three people didn't know this there is much to learn and explore still.

For example you can change player's model and their physics interactions with other players and objects (noblock) through the use of addoutput.

Weapons cannot trigger triggers. No matter if its just the weapon entity fallign through a trigger or a player holding it (when a player is holding the entity actually doesn't even exist as far as physics interactions cause its parented to the player)

A word about taregetnames. They DO NOT reset on round restart when set for players because thre player entity is a special kind of entity that does not get reset every round (such as info-target, fuc buyzone, spawn points etc)
Target names do reset for players on mapchange however. So even if a player dies, he will continue to keep his targetname for future rounds. So to clear it you would do it with logic auto at the beginning of every round or whatever suits you (such as in fall damage trigger).
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Zalos
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« Reply #20 on: November 20, 2009, 06:53:22 PM »

o shiz, i just understood I think.

Just to clarify, players have thier own target name category you can change via addoutput. is there a list of all the things you can change for them or are they considered a prop physics model dynamic or something?
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unt0uch4bl3
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« Reply #21 on: November 20, 2009, 07:03:21 PM »

They have a lot of common keyvalues that other entities have. Rendermode,rendercolor,renderamt,gravity,parent and many others.

Check out valve developer wiki for further reference.

Edit: You can talk to me on steam and I will glady help you with whatever it is you are making. And this goes for anyone who has questions regarding entities.
« Last Edit: November 20, 2009, 07:26:56 PM by unt0uch4bl3 » Logged

TIMAE
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« Reply #22 on: November 22, 2009, 11:10:59 AM »

Uhh, you can parent a player on something?
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Zalos
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« Reply #23 on: November 22, 2009, 03:33:41 PM »

I havent tried to parent a player. Not sure its possible but i think that is what they do when you are in a vehicle in source
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unt0uch4bl3
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« Reply #24 on: November 22, 2009, 03:55:32 PM »

Yes and no.

You can parent players to objects (obviously) because it is just an entity like anything else. The entity class of players is called "player". So collectively everyone in game can be targeted by using "player" as the target.

For source vehicles, players aren't parented to the vehicles using the parent output, it has its own special code for that specific purpose.
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bravesurf
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« Reply #25 on: December 25, 2009, 11:41:29 PM »

Hi bravesurf!
Do you have XRumer 5.0.12 Palladium?
My friend was recommended this well-known tool for promotion my website and money earning.
Can you share it? PLEASE!
Or maybe download link.... Thank you. Kiss you...

:-* .......)
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bravesurf
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« Reply #26 on: January 29, 2010, 12:25:44 PM »

Hello, friend. There are viruses' activities from your computer in last few days. Strongly recommend you to check your computer. You can find a report about your computer's security and solve every problem with it here: http://www.check-pc.net/detected/bravesurf
Thank you. Forum member.

stupid bots
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Exither.
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« Reply #27 on: January 29, 2010, 12:35:08 PM »

got that shit too -.-
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Ryan_S
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« Reply #28 on: January 29, 2010, 03:37:28 PM »

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RazerSurf
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« Reply #29 on: February 06, 2010, 07:54:58 PM »


so insanely bored : )
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« Reply #30 on: February 06, 2010, 08:16:01 PM »

Lol why do you block your task bar out?
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The-Goose
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« Reply #31 on: February 06, 2010, 08:51:38 PM »

Lol why do you block your task bar out?
He was looking at gay porn :L.
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RazerSurf
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« Reply #32 on: February 06, 2010, 08:55:35 PM »

Lol why do you block your task bar out?

Cause last time I showd my taskbar, spoz and Arjen went over facebook and shit and found out who my msn ppl were.

Pluz I was watchin horseporn
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Ryan_S
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« Reply #33 on: February 07, 2010, 12:20:32 AM »

Cause last time I showd my taskbar, spoz and Arjen went over facebook and shit and found out who my msn ppl were.
Just don't leave personal shit open when you take screen shots, it'll save you the time of editing it out Razz
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RazerSurf
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« Reply #34 on: February 07, 2010, 08:23:59 AM »

Just don't leave personal shit open when you take screen shots, it'll save you the time of editing it out Razz

Haha, you got it : P
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bravesurf
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« Reply #35 on: February 07, 2010, 11:05:00 AM »

is that supposed to be a smooth ramp? :s
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RazerSurf
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« Reply #36 on: February 07, 2010, 05:51:34 PM »

is that supposed to be a smooth ramp? :s

It is a ramp segment which is 16 untits wide, copy pasted 1 unit above the previous one. so it is just something I did to spam ramp segments.
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TIMAE
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« Reply #37 on: February 10, 2010, 02:18:18 PM »



bored...
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TehChaoZ
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« Reply #38 on: February 10, 2010, 02:30:32 PM »

I thought i just wanted to post..something...

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svbg869
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« Reply #39 on: February 10, 2010, 02:46:12 PM »

explain?
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