Map Data

Discussion about maps and mapping for Weighted Companion Cube Soccer

Map Data

Postby Nineaxis on Mon Aug 11, 2008 10:25 pm

In all the download threads posted, there is a recommended "map data", but this isn't documented anywhere I can see. So, some information would be nice.

It appears to control where the cube spawns, and where the goal posts are and their Pitch Yaw Roll. Where are the origins of all these so I can determine them properly? (Bottom, center...?)

Also, where does this map data need to go server-side?
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Re: Map Data

Postby Dog on Mon Aug 11, 2008 10:50 pm

They are taken from the feet of the player who records the coords.
The angles come the direction he is looking.

The map data is recorded by the admin.
When an admin gets a map for the first time, he walks around and records the blue goal, the red goal and the centre.
This data is recorded to a file called sm_cube_mapdata.txt, located in tf/addons/sourcemod/configs.
When the map restarts, the goals appear.

If you want, we can go on a server some night and can show you the process!
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Re: Map Data

Postby Doktor Jones on Sun Aug 24, 2008 3:11 am

So, is there like a definitive guide on how to set this up? I whipped up a map today and would like to see how well it handles the cube (in terms of mobility of the cube, as well as scale vs the cube) but have no idea how to "cube-ify" my map...
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Re: Map Data

Postby Dog on Sun Aug 24, 2008 10:24 am

What a lot of the mappers have done here, is set up a private dedicated server on their machines with SourceMod and Cube installed.
Then you can test to your heart's content.

Or fire the map up in Works in Progress and we can look at it
:D
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Re: Map Data

Postby l3eeron on Sun Aug 24, 2008 10:32 am

If you give me the .bsp I can load it on my test box, and we can look at it together. :D

Save you all the trouble of setting up the dedicated server and plug in stuff.
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Re: Map Data

Postby Nineaxis on Fri Aug 29, 2008 4:31 pm

You can place the cube as a prop_physics_multiplayer in there and turn off turbophysics to test it. (But remove it before release!)
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Re: Map Data

Postby Doktor Jones on Sun Aug 31, 2008 9:35 am

Nineaxis wrote:You can place the cube as a prop_physics_multiplayer in there and turn off turbophysics to test it. (But remove it before release!)


Interesting means of remote testing when I'm on the road with my laptop :)
However, I dug up my old SourceDS setup on my desktop box, so with a little bit of finagling I managed to make it a WCCS server :D
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