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{{Sitenav|[[Mapping]] > Engineer Buildable Objects}} | {{Sitenav|[[Mapping]] > Engineer Buildable Objects}}This guide will teach you how to place buildable objects within your map. To begin, I will assume that you already have a working map. If you do not, please check out the Basic Conquest Map tutorial first. | ||
The first type of object is brush-based. Examples of these include the ramps leading to the dam on mvalley or the access ramps on crossroads. | |||
=== Brush-Based Objects === | |||
# Load your map in Hammer and center the views around where you want your object to appear. | |||
# Using the Brush Tool, create your object. In this example, I will create another ramp similar to those you have seen before, but you can create anything you like. | |||
# Select all of the brushes (blocks) that make up your object by holding the '''Shift''' key and left-clicking them in the 3D view. | |||
# Once you are sure the entire object is selected, press '''Ctrl + T''' to convert it into an entity. | |||
# A new dialog box will appear. From the drop-down menu, select '''emp_eng_map_brush'''. | |||
# You will see several properties listed below the drop-down. These control everything from ownership to health. | |||
# Most properties are self-explanatory and include descriptions to guide you. Make sure to review the entire list and configure each setting as needed. Below are the example settings used for this ramp: | |||
* '''Name:''' be_ramp | |||
* '''Number of Parent Capture Point:''' | |||
* '''Initial Owner:''' Brenodi Empire | |||
* '''Changes Ownership:''' No | |||
* '''Raise Object on Build:''' Yes | |||
* '''Solid on Spawn:''' No | |||
* '''Visible to Enemy Team:''' No | |||
* '''Time to Respawn:''' 60 | |||
* '''Initial Health:''' 25 | |||
* '''Maximum Health:''' 100 | |||
* '''Only Grenadier Can Harm:''' No | |||
* '''Solid on Respawn:''' No | |||
# You now have a ramp that raises when built, belongs to BE, and becomes buildable again after one minute. | |||
# Compile your map. The object should now appear in-game and behave according to the values you set. | |||
---- | |||
=== Model-Based Objects === | |||
The second type of object is model-based. These allow you to place more complex objects into your map, but they are less flexible than brush-based ones. Examples include the wooden barriers on escort or those found in the ruins on duststorm. | |||
# Load your map in Hammer and center the views around where you want your object to appear. | |||
# Using the Entity Tool, select '''emp_eng_map_model''' from the drop-down menu on the right-hand side of the screen. | |||
# Click on a surface in the 3D view to place the entity. | |||
# Press '''Alt + Enter''' to open the properties window, then locate the '''Model''' property. | |||
# Click '''Browse''' and select the model you want to use. | |||
# Click '''OK''', then use the 2D views to position your object. Models can be rotated, but they cannot be skewed or resized. | |||
# Once you are satisfied with the placement, press '''Alt + Enter''' again and configure the remaining properties (see steps 6–9 above). | |||
[[Category:Mapping|Engineer-Buildable Objects]] | [[Category:Mapping|Engineer-Buildable Objects]] | ||
Latest revision as of 09:20, 5 April 2026
Home > Engineer-Buildable Objects
This guide will teach you how to place buildable objects within your map. To begin, I will assume that you already have a working map. If you do not, please check out the Basic Conquest Map tutorial first.
The first type of object is brush-based. Examples of these include the ramps leading to the dam on mvalley or the access ramps on crossroads.
Brush-Based Objects
- Load your map in Hammer and center the views around where you want your object to appear.
- Using the Brush Tool, create your object. In this example, I will create another ramp similar to those you have seen before, but you can create anything you like.
- Select all of the brushes (blocks) that make up your object by holding the Shift key and left-clicking them in the 3D view.
- Once you are sure the entire object is selected, press Ctrl + T to convert it into an entity.
- A new dialog box will appear. From the drop-down menu, select emp_eng_map_brush.
- You will see several properties listed below the drop-down. These control everything from ownership to health.
- Most properties are self-explanatory and include descriptions to guide you. Make sure to review the entire list and configure each setting as needed. Below are the example settings used for this ramp:
- Name: be_ramp
- Number of Parent Capture Point:
- Initial Owner: Brenodi Empire
- Changes Ownership: No
- Raise Object on Build: Yes
- Solid on Spawn: No
- Visible to Enemy Team: No
- Time to Respawn: 60
- Initial Health: 25
- Maximum Health: 100
- Only Grenadier Can Harm: No
- Solid on Respawn: No
- You now have a ramp that raises when built, belongs to BE, and becomes buildable again after one minute.
- Compile your map. The object should now appear in-game and behave according to the values you set.
Model-Based Objects
The second type of object is model-based. These allow you to place more complex objects into your map, but they are less flexible than brush-based ones. Examples include the wooden barriers on escort or those found in the ruins on duststorm.
- Load your map in Hammer and center the views around where you want your object to appear.
- Using the Entity Tool, select emp_eng_map_model from the drop-down menu on the right-hand side of the screen.
- Click on a surface in the 3D view to place the entity.
- Press Alt + Enter to open the properties window, then locate the Model property.
- Click Browse and select the model you want to use.
- Click OK, then use the 2D views to position your object. Models can be rotated, but they cannot be skewed or resized.
- Once you are satisfied with the placement, press Alt + Enter again and configure the remaining properties (see steps 6–9 above).