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Need Assistance with LugorMod for a Video!(Please & Thank you)


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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 lava

B) Trigger_hurt on the ground throughout the level

C) 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

Smoo and TheWhitePhoenix like this
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a)

 

for lugor t2:

/place t2_shaderremap * targetShaderName,textures/danger/sand,targetShaderNewName,textures/taspir/ore_lightemitting

entity 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,8

this 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.md3

entity 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"
}
Smoo and DashStar like this
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  • 4 months later...

 

a)

 

for lugor t2:

/place t2_shaderremap * targetShaderName,textures/danger/sand,targetShaderNewName,textures/taspir/ore_lightemitting

entity 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,8

this 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.md3

entity 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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