DashStar Posted February 3, 2018 Posted February 3, 2018 Greetings Exalted Ones! I am currently looking to make a video in LugorMod (due to its tech capabilities) in FFA3 titled... The floor is lava. HOWEVER, I forgot how involved LM can be... specifically, I wanted to A) Change the ground shader/texture whatever, to lavaB) Trigger_hurt on the ground throughout the levelC) Create pads in specific places to get around the level then finish it off by Adding a few light side holocrons in some choice perches for jump challenges. Any and all help would be THOROUGHLY appreciated coupled with a shout out in the video, as I am pretty stumped n am driving myself crazy, atm. Cheers! #MTFBWY TheWhitePhoenix and Smoo like this
unsword Posted February 10, 2018 Posted February 10, 2018 a) for lugor t2: /place t2_shaderremap * targetShaderName,textures/danger/sand,targetShaderNewName,textures/taspir/ore_lightemittingentity modding: { //ffa3 floor -> lava "targetShaderNewName" "textures/taspir/ore_lightemitting_lavapool" "targetShaderName" "textures/danger/sand" "classname" "trigger_always" }b) lugormod: /place trigger_hurt 0 maxs,300 300 300,mins,-300 -300 0,dmg,30,spawnflags,8this places down hurt area, defined by the maxs and mins dimensions. play around with it. entity modding:you need to make use of brush entities, place them down accordingly and turn from func_door or func_static into trigger_hurt with proper settings, example of what im using on my ffa3 { //killzone "classname" "trigger_hurt" "spawnflags" "8" "model" "*5" "origin" "3290 -1109 335" "dmg" "-1" }c) lugormod: /place misc_model_breakable 0 model,models/map_objects/factory/catw2_b.md3entity modding:again, need to use brush models, this time using func_static with your own coordinates: { "classname" "func_static" "model" "*5" "origin" "x y z" } DashStar and Smoo like this
DashStar Posted July 1, 2018 Author Posted July 1, 2018 a) for lugor t2: /place t2_shaderremap * targetShaderName,textures/danger/sand,targetShaderNewName,textures/taspir/ore_lightemittingentity modding: { //ffa3 floor -> lava "targetShaderNewName" "textures/taspir/ore_lightemitting_lavapool" "targetShaderName" "textures/danger/sand" "classname" "trigger_always" }b) lugormod: /place trigger_hurt 0 maxs,300 300 300,mins,-300 -300 0,dmg,30,spawnflags,8this places down hurt area, defined by the maxs and mins dimensions. play around with it. entity modding:you need to make use of brush entities, place them down accordingly and turn from func_door or func_static into trigger_hurt with proper settings, example of what im using on my ffa3 { //killzone "classname" "trigger_hurt" "spawnflags" "8" "model" "*5" "origin" "3290 -1109 335" "dmg" "-1" }c) lugormod: /place misc_model_breakable 0 model,models/map_objects/factory/catw2_b.md3entity modding:again, need to use brush models, this time using func_static with your own coordinates: { "classname" "func_static" "model" "*5" "origin" "x y z" }Forgot to reply but thank you!
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