GMod Racing Mapping

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Mapping: Mapping for the GMod Racing gamemode
Page white text.png Description:Mapping for GMod Racing gamemode
link=User:HuntsKikBut Original Author:HuntsKikBut
Calendar.png Created:8th June 2008

Contents

Introduction

Mostly a reference on mapping for my gamemode for myself, but if I choose to release it may be valuable for the general public.

Example Map

Please ignore the shitty construction :)

Example Map To Do: Fix broken file link

Mapping steps

For information on the entities mentioned below.

In your map you must put the following:

  1. An "info_gamemode" with key "GamemodeName" and value "gmodracer" See: Placing SENTs
  2. Checkpoints (trigger_checkpoint) (brush)
  3. Track Spawns
  4. Garage Area
  5. Scoreboards

Checkpoints (trigger_checkpoint)

  1. Is a brush entity
  2. There must be at least 3 of these per track. The more the better ;)
  3. First two should be on a straightaway.

Key Values

  1. number - The checkpoint number this is.

Vehicle Spawn Points (info_vehicle_spawn)

  1. Is a point entity
  2. Defines the number of people that can race on any given track at once.

Key Values

  1. number - The spawn point number. Each track's spawn points should start at one and count up. This is the order in which the spawn points will be filled when starting a race.

Test Garage Points (func_garage)

  1. Is a brush entity
  2. User must be inside of this to spawn their car to test it. The vehicle will spawn directly in the middle of this entity.
  3. Optional

Key Values

  1. None

Gametype Forcer (info_gametype_force)

  1. Is a point entity
  2. Forces the gamemode to use the Last Man Standing gametype or the Race gametype.
  3. Optional

Key Values

  1. forcegame - gametype number ( 1 for race, 2 for last man standing )

Garage Information

  1. May just want to copy and paste this room from my example map.

Vehicle Spawn Point (vehicle_creation_point)

  1. Is a point entity.
  2. Is where the vehicle spawns when the user is customizing their racer.

Player View Point (vehicle_creation_look)

  1. Is a point entity.
  2. Is where the player is put when viewing the customization of their racer.

Map Records Scoreboard Information

Scoreboard Entity (ent_scoreboard)

  1. Is a brush entity.
  2. This is where the map records will be drawn.
  3. Accepts Key scoreboard_id with value of whatever ID the scoreboard is, this links it to the face entity.

Scoreboard Face Entity (info_scoreboard_face)

  1. Is a point entity in front of the scoreboard.
  2. This is the direction in which the map records will be drawn.
  3. Accepts Key scoreboard_id with value of whatever ID the scoreboard is, this links it to the scoreboard entity.

Ent_kill and What it Does

  1. It is an entity coded to be recognized by gmr, which kills (explodes) any cars which come in contact with it
  2. Its name in hammer
  3. It is a custom Brush entity created in hammer.
  4. It has no key values
  5. It is useful for killing players if they fall off the track into an inescapable pit, or part of the landscape that is just detail (Such as the lava on the gmr_bowserscastle which is currently on the server's rotation).

Trigger_multiples and other trigger info

Trigger_Hurt

  1. Trigger hurts do not affect cars in gmr and thus should not be used.

Trigger_multiple

  1. Can be used in a gmr map to do various inputs and outputs with various brushes
  2. Examples of how it can be used, have one trigger enable the next but if a player misses it with in 5 seconds it disables but if triggered goes on to form a chain eventually to open up a minor shortcut in the track (similar to how somethings worked in star fox games)

Flags

For triggers like trigger_multiple or trigger_once (which I would not suggest using trigger_once in a gmr map as there are multiple races) set the regular flags off and check off the everything flag. This ensures that if gmod things of the car as an entity or just a client in a vehicle it will react to everything. If your willing to test you can try setting the flags to only clients in vehicles. This will prevent a lone spectator that somehow got on your trap from causing triggers to turn on or do their i/o's.

General Mapping Suggestions

Not that you have to follow these but it is somewhat a good idea to listen to them for a gmod racer map.

  1. Make sure your spectators can watch the race going on or a piece of it, but make sure to make a solid brush that blocks jeeps from falling into the track as it can extremely mess up an occurring race, especially if its multiple laps like gmr_derby.
  2. Also if you are mapping in any of the following games or using custom textures:
Half-life 2: Episode 1 
Half-life 2: Epsiode 2
Portal
Counter-Strike: Source
Team Fortress 2

If you have made your own custom textures, use Pakrat to include the textures in the .bsp file. However, if you have used textures from another game such as CS:S, it is not allowed to include those files in the map, because it violates copyright laws, as stated on the Valve Developer Community.

Even though many Gmod users own a copy of previously stated games, not everyone does, so you are better off using materials from HL2, and making custom content when needed. </nowiki>

Prop_door_rotating & func_door

Func_door

  1. For func_door make sure to either have a trigger that can open the door for the player if in a garage in their car, or if walking around into another room such as to leave the area you watch the race to go to the practice/garage area of a map.
  2. Also for func_door you can set the flags to touch opens with the key value for how long the door stays open for to control when it closes. This way a player only has to walk up to the door and bump into it to open it rather then go into the console and type +use to open it.

Prop_door_rotating

  1. The same goes for prop_door_rotating, as this point entity doesn't have the same flags I would recommend having triggers control the doors if these are used, for the same reason that a client can not just press their use key to open the door in gmr, but has to use their console to open the door.
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