How do i add TTT guns in my map
Posted 28 June 2011 - 16:24
Posted 28 June 2011 - 17:21
and i'm just running local gmod
edit: how do i spawn the AK
Posted 28 June 2011 - 17:31
oh by the way, what's the max amount of players on the server so i can put in the right amount of spawnpoints
Edited by mista_bojjob, 28 June 2011 - 17:52.
Posted 28 June 2011 - 18:32
Edit: how do i specify where the spectator goes to when they die like in 67th_way where it goes to the melon room when you die.
(i tried going on http://ttt.badking.n...de#TOC-Entities but i don't have those entities)
Edited by mista_bojjob, 28 June 2011 - 20:21.
Posted 29 June 2011 - 01:37
Spectators will be moved to this entity as soon as they stop viewing their ragdoll. If more than one of these exists, a random one is used. The angles of this entity determine the eye angles of the player, ie. where they are facing after being moved here.
This entity is completely optional, and only useful if you have some sort of special spectator area in your map.
Posted 29 June 2011 - 17:22
is there a tutorial for adding TTT ents then
Posted 29 June 2011 - 19:08
Garry's Mod runs on the Orange Box version of the engine, so you will probably want to select Episode 2 in the Source SDK launcher, so that you get the new version of Hammer etc. If Garry's Mod is in the list of configurations, that's good too of course.
TTT includes an .FGD. You can add it in your Hammer options. It will add all TTT weapons (entities start with weapon_zm_* or weapon_ttt_*), ammo, and special entities (which start with ttt_*) to the entity list. It can be found here:
Note that TTT requires CS:S, but does not require Episode 2. Hence you should not use Ep2 materials and models, but you can use CS:S stuff if you want.
Just ignore the Episode 2 stuff, this is not needed
Posted 29 June 2011 - 23:05
Posted 02 July 2011 - 01:23
Hammer might not recognize it but the gamemode will.
That's why you get the fgd
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