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Running Commands from Entity

 
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BadDog
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Joined: 11 Oct 2004
Posts: 1

Posted: Mon Oct 11, 2004 10:23 pm    Post subject: Running Commands from Entity

I have a few mapping questions that have been bugging me.
How do I use the entities in mods? I keep seeing posts about adding buy zones but I don't even know how to get that into the editor. I'm sure there's a simple tutorial I've missed and just never found it Razz

Also, is there a way to get an entity to run console command?
Like, press a button, turn up the volume. I've tried editing other entities to use the volume command but it never compiled it right. I guess they're all in a file somewhere. I also tried using a multi_manager with key: volume, value: .1 and another with value: .5 but that didn't seem to work. The map change entity brush uses key: map, value: 'mapname' so I thought it would work kind of like that.

Thanks,
Bad Dog

Ah. found your tutorial on CS mapping, Slackkiller, and got that working. I guess I if I want to edit other mods I'd need the fgd for the mod since only cstrike, hl, dod, and tfc come with VHE.
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Slackiller
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Joined: 22 Aug 2003
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Posted: Tue Oct 12, 2004 8:20 pm    Post subject:

yes counter-strike has it's own fgd file. Most mods put the fgd file in their main folder. Look in there.

the most used counter-strike fgd's are here--> http://www.slackiller.com/tommy14/CSfgd.htm
One is for cs 1.6 with the new entity's. Other one is also for cs 1.6 and it has capabilities of showing models in hammer 3.5 editor using the cycler_sprite. http://www.slackiller.com/hlprograms.htm


I don't think theres a way to make entity's run console commands.
To find out what most entity's do look here--> http://collective.valve-erc.com/index.php?area=entity&game=hl
All mods run off the entitys in halflife and mods just add their own special ones (ex. func_buyzone , hostage_rescue entity etc.)
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