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Question about Clan map and RPmod
- Kael Sekura
- Lost One
- Posts: 677
- Joined: Mon Jan 14, 2008 11:01 pm
- Location: The clouds
Question about Clan map and RPmod
Hey guys,
I was just wondering if someone could tell me or point me in the right direction of someone who could help, regarding the clan map. I like to map with JKA a bit (though i rarely complete one :p) but i wasn’t sure how you incorporate the features of the RPmod with the map. ie, setting which buttons allow which levels of access etc. I'm sure this is something added at the map construction stage but obviously have trouble seeing how to do that.
Anyhew, if anyone could help i'd much appreciate it.
cheers
oh and if this is in the wrong section, soz :p
I was just wondering if someone could tell me or point me in the right direction of someone who could help, regarding the clan map. I like to map with JKA a bit (though i rarely complete one :p) but i wasn’t sure how you incorporate the features of the RPmod with the map. ie, setting which buttons allow which levels of access etc. I'm sure this is something added at the map construction stage but obviously have trouble seeing how to do that.
Anyhew, if anyone could help i'd much appreciate it.
cheers
oh and if this is in the wrong section, soz :p
<img src="http://i30.photobucket.com/albums/c323/ ... ig2010.jpg" height="150px" width="450px">
|age_42|race_human|mentors_syrena.exan/alkur.tekeil|padawan_fane.ornn'ila
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- Lost One
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- Kael Sekura
- Lost One
- Posts: 677
- Joined: Mon Jan 14, 2008 11:01 pm
- Location: The clouds
If thats the case then fair enough, thanks! I'm new to RPmod so i dont know how it's all set up server side. (used to JA+)
I guess i'll just keep on mapping then and if i finish it, leave it to the users to define whats what on their servers.
Cheers for the feedback though!
I guess i'll just keep on mapping then and if i finish it, leave it to the users to define whats what on their servers.
Cheers for the feedback though!
<img src="http://i30.photobucket.com/albums/c323/ ... ig2010.jpg" height="150px" width="450px">
|age_42|race_human|mentors_syrena.exan/alkur.tekeil|padawan_fane.ornn'ila
- Alanya Sgall
- Lost One
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- Lost One
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- Kael Sekura
- Lost One
- Posts: 677
- Joined: Mon Jan 14, 2008 11:01 pm
- Location: The clouds
Thanks guys'n gals! I'll continue on mapping then
<img src="http://i30.photobucket.com/albums/c323/ ... ig2010.jpg" height="150px" width="450px">
|age_42|race_human|mentors_syrena.exan/alkur.tekeil|padawan_fane.ornn'ila
Actually, some RPMod features can be included in maps:
There is also a target_server_change to switch to another server when activating a trigger, for example, but it's not very practical because it needs the whole map to be recompiled to change the IP... so I'll need to find a better way, and won't document it for the moment.
The weather system is just the one from BaseJKA (with some improvements for thunderstorm and sound effects). RPMod simply allows to add AND remove weather effects with an admin command. For realism, I highly recommend you include weather support in your map(s) ; there is a tutorial here. For the best compatibility with RPMod's saber fizz effect, you should use OUTSIDE brushes instead of INSIDE, if possible. And while testing the map, of course you'd need to add an fx_rain entity, but once you got it working perfectly you can remove it if you don't want other mods to have rain by default (because they won't be able to remove it).
- Security Doors: func_door and trigger_multiple can have the following key/value pairs:
- minrank: minimum rank required for the door to open, from 0 to 5 (0=Guest, 1=Initiate, 2=Padawan, 3=Knight, 4=Master, 5=Council, in the JEDI server, but this is configurable with Cvars). If the Accounts System is disabled, the Admin rank is used instead. A value of -1 locks the door completely.
- name: door name, to display in the center of the screen if access is denied.
- Rank-based spawnpoints: spawnpoints (info_player_start, info_player_deathmatch, info_player_start_blue, info_player_start_red, etc.) can have the following key/value pair:
- rank: from 0 to 5, with the same usage as for minrank above. Only people with the exact rank will spawn there. There must ALWAYS be a rank 0 spawnpoint (in this case, the key/value pair isn't needed).
There is also a target_server_change to switch to another server when activating a trigger, for example, but it's not very practical because it needs the whole map to be recompiled to change the IP... so I'll need to find a better way, and won't document it for the moment.
The weather system is just the one from BaseJKA (with some improvements for thunderstorm and sound effects). RPMod simply allows to add AND remove weather effects with an admin command. For realism, I highly recommend you include weather support in your map(s) ; there is a tutorial here. For the best compatibility with RPMod's saber fizz effect, you should use OUTSIDE brushes instead of INSIDE, if possible. And while testing the map, of course you'd need to add an fx_rain entity, but once you got it working perfectly you can remove it if you don't want other mods to have rain by default (because they won't be able to remove it).
Last edited by Soh Raun on Wed Jan 23, 2008 1:23 pm, edited 1 time in total.
- Kael Sekura
- Lost One
- Posts: 677
- Joined: Mon Jan 14, 2008 11:01 pm
- Location: The clouds
Thanks a lot for that, it really helps!! i figured it would be possible to set the door access settings while constructing the map but as i said above i couldnt quite get it going. Can now, woo!
I've only ever used weather effects in a map once before but 90% of my maps are indoors anyway so it doesnt matter much. Always handy to know though for future reference.
cheers
I've only ever used weather effects in a map once before but 90% of my maps are indoors anyway so it doesnt matter much. Always handy to know though for future reference.
cheers
<img src="http://i30.photobucket.com/albums/c323/ ... ig2010.jpg" height="150px" width="450px">
|age_42|race_human|mentors_syrena.exan/alkur.tekeil|padawan_fane.ornn'ila