You can make the target_print entities shows the message to a specific team, by combining them with target_relay entities (you can set red_only or blue_only).
It is a very good first map in my opinion. +1 because it is a CTF map. :)
I encourage you, to keep up the good work in the future.
I also tried to update the map by raising the roof of the bunkers so you can't just jump on top of them (that kind of makes bunkers pointless tbh), but when I made a new .aas file after doing that, the .aas file didn't work. Could I use a previously made .aas file for an updated version if the bots don't jump on the roof of bunkers anyway?
The bunkers are nice details, but bots still stuck in them. :(
You don't need to raise the ceiling of the bunkers. You can lower the floor, or move out the spawners from them.
Also, does anyone know how to make the clouds in the skybox move slower? I think they move way too fast to be taken seriously.
Edited 12.98 minutes after the original posting.
You need to change the sky shader texture, or make a new sky shader.
As I see, you are using toxicsky sky shader.
Edited 2.35 minutes after the original posting.
All effects, including skyboxes are controlled by a shader script. While confusing at first, the syntax is enough to read and make changes to. You just need to be sure to make a unique file for your own maps.
When I changed the textures of the skybox to toxicsky_krds after making a .shader file in a skies folder I made in the textures folder using the texture manager, now it just comes up as a missing texture. I don't know what to do at all here.
the "missing shader image" texture appears when the editor can't find the editor image of the shader. The shader still should work in game, but if you bothered by this, then change this:
qer_editorimage textures/skies/inteldimredclouds.tga
to
qer_editorimage textures/skies/intelredclouds.tga
this...
Now it's mostly a matter of deciding what other barrier troops need to be in the blue base, and what to use to fill the empty areas in the bases.
Edited 5.08 hours after the original posting.
Edited 5.37 hours after the original posting.
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