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@Fluffy, the main thing needed for Hunt is a .txt file, look through the Games map folder and look for the .txt files of the Hunt versions. Basically you need Insurgent and security spawns in the map and that .txt file (change the name of it to exactly that of your map) wth some trial and error you should be able to get it to work.
One thing though, I tried using the sniper equipment to teleport to the sniper location but it doesn't seem to be working..
I've got what I think are some good idea's for a Push version of the map (like Specific classes being able to do stuff, like recon being able to create alternate routes into the building) + working elevators to access the top floor of the hotel where the Insurgent cache will be.
But I think i'll try and finish up the Hunt version before I do anything with that.
Damn feature creep!
models/static_fittings/ir_school_door_right.mdl
models/static_fittings/ir_school_door_left.mdl
Have to use the right models or it can crash the map (if you use a left for a right and vice versa)
Also found some SWAT level re-makes I made ages ago, some just need a re-rexture and to have Insurgency assets put in so expect to see them in the near future.
I shall have to look into this Theaters thing, the game could easily use a bit of tweaking to give it more of a SWAT feel, like the standard Walk Speed seems fast to me, I normally just stay crouched the whole time to get the feel.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=342330150&searchtext=M84
Goes well with the map.
Making progress on a new build, also looking into Custom theaters and possibly making a SWAT themed one:
http://www.playinsurgency.com/forums/topic/2547-messing-around-with-the-theater-system/page-5
e.g. turning the smoke Grenade into a CS Gas grenade.
I did a quick test trying to block LOS with the "ins_foliage" and it felt like it worked but sometimes I was still killed through a door, I'm not sure if it was that the A.I heard me and just decided to fire :P
I also started working on a remake of Tigris import/export a while back, i'll see if I can find it.
Hopefully the A.I door problem can be worked out :)
I made this for insurgency because it seems that with some tweaking it could be a very good Co-op fps experience, the dev's just need to make the AI a bit more capable.
When it's done, hopefully it'll inspire some other remakes or Swat esque maps!
Shame about the A.I seeing through doors, only messed with Worldcraft back in the SWAT3 days just started messing with Hammer a day or two ago but I was reading the "ins_foliage" entity will block A.I LOS maybe add one of those with the same model as the door and add in the KeyValue "rendermode" and give it a value of "10" so its not drawn but the entity will still be doing its job, in theory anyway.
My first idea would have been to wrap the door in the a brush with the Block LOS texture but you already said that didn't work.
This might be the first time I've seen a SWAT3 map in another game, I know some got remade for SWAT4 but I've never seen any make it outside of the series which is a little sad :(
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=294170795&searchtext=police
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=292728310&searchtext=freedom
Go well with the Map.
https://www.dropbox.com/sh/mxnlpho0vfbv8wf/AACJzIKbrBAa-3UQ6NDFrO86a?dl=0
Map files are in there (.bsp,.nav and .txt)
I'll be incrementally updating it and fixing the issues you've pointed out. The Bot's seeing through door's is a bit tricky (I've tried attaching brushes with Block LOS textures to them and a number of other methods, but nothing seems to work so far) will keep experementing to see if I can come up with something that works.
I'm not fan of "teleporting" part of the map since it can be done normally.
You need to fix bot-doorhack and lightning (flashlight not illuminating certain parts) ASAP, to be even remotely playable. Geometry and details can wait.