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Author Topic: New Garrison Builder!  (Read 6947 times)

NAGN

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New Garrison Builder!
« on: April 01, 2011, 04:47:19 pm »

Includes Koth, Pitfalls, and Forward Spawns
http://www.mediafire.com/?ad3owdgewpoclpt
« Last Edit: April 01, 2011, 09:11:01 pm by NAGN »
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Wherewolf

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Re: New Garrison Builder!
« Reply #1 on: April 01, 2011, 04:52:19 pm »

I love you.
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NAGN

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Re: New Garrison Builder!
« Reply #2 on: April 01, 2011, 04:54:07 pm »

for now use Leiche's old version for anything other than koth, I guess
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lazugod

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Re: New Garrison Builder!
« Reply #3 on: April 01, 2011, 04:54:48 pm »

Would it be possible to have an entity that lets you supply the name? That would be an easy way to include entities that aren't part of a specific GarrisonBuilder release.
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Sun Tzu

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Re: New Garrison Builder!
« Reply #4 on: April 01, 2011, 05:12:30 pm »

I tells me I am making a traditional CTF map and that i need to place the intelligence... I already have KoTH spawn on the map...
Make something that lets Garrison Builder know that a KoTH map is being created
« Last Edit: April 01, 2011, 07:21:29 pm by Sun Tzu »
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uTorrent and Steam both running. US needs better computers, Mine is a piece of crap.

NAGN

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Re: New Garrison Builder!
« Reply #5 on: April 01, 2011, 09:10:38 pm »

http://www.mediafire.com/?ad3owdgewpoclpt

built off of leiche's build includes forward spawns, pitfalls, and koth (forgot to add moveboxes)

note that this is dead-on-arrival, a deprecated version that I intend to replace with the official gg2 version...
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Washy

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Re: New Garrison Builder!
« Reply #6 on: April 01, 2011, 09:12:19 pm »

someone make cp_egypt with forward spawns
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NAGN

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Re: New Garrison Builder!
« Reply #7 on: April 01, 2011, 10:20:24 pm »

on a side note: here's how the forward spawns go

regular spawn > spawn point 1> spawn point 2

I know spawn point 1 has the saem sprite as regular spawn :z7: it's something that I just realized
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Snare

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Re: New Garrison Builder!
« Reply #8 on: April 01, 2011, 10:49:54 pm »

How dong the move entities?

NAGN

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Re: New Garrison Builder!
« Reply #9 on: April 01, 2011, 10:51:04 pm »

use move tool?
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cspotcode

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Re: New Garrison Builder!
« Reply #10 on: April 01, 2011, 11:34:49 pm »

Hey NAGN, I've moved the GB to Github so if you want to work on new versions you should fork it there.

Would it be possible to have an entity that lets you supply the name? That would be an easy way to include entities that aren't part of a specific GarrisonBuilder release.
I'm looking into storing all entity information in a JSON file and having GB load everything from there.  This would let you add new entities and would make auto-updating easy.
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"The knack of flying is learning how to throw yourself at the ground and miss."
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Derpduck

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Re: New Garrison Builder!
« Reply #11 on: April 02, 2011, 09:13:09 am »

sticky this but named as "GB koth map maker"
« Last Edit: April 02, 2011, 09:16:35 am by Derp(new) »
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misty

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Re: New Garrison Builder!
« Reply #12 on: April 02, 2011, 09:14:21 am »

What actually is pitfall?
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Psychopath

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Re: New Garrison Builder!
« Reply #13 on: April 03, 2011, 04:10:57 am »

What actually is pitfall?
isnt it like killbox but when you touch it it gives this message
"player fell to his clumsy and painful death"
instead of
"player bid farewell, cruel world"
Pitfall: <skull> Player fell to a clumsy, painful death.
Killbox: <skull> Player
Suicide: <skull> Player bid farewell, cruel world!
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misty

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Re: New Garrison Builder!
« Reply #14 on: April 03, 2011, 04:19:47 am »

Okay.
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