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Hammer Addons

Teamspen's Hammer Addons


Features

  • Auto-packing - Automatically packs non-stock game files into the bsp. Filtered based on search paths in the included custom gameinfo and FGD database. Assets can also be packed manually with comp_pack entities.
  • Static prop combining - merges together adjacent props to allow them to be efficently drawn in batches. To use, specify studioMDL's path then place comp_propcombnine_volume or comp_propcombine_set entities.
  • A unified FGD database, allowing keyvalues to be shared among games, and accurately defining when features were added and removed.
  • Many more entity options, and an improved editor layout.
  • New sprites for almost all entities, both custom made and from a number of other sources.
  • Adds lots more AutoVisgroups for easily hiding entities.
  • Improvements for games supporting VScript:
    • In any RunScriptCode input, backticks can be used for string literals, instead of the disallowed " character.
    • In addition to the normal Entity Scripts section, a new Init Code field can be used to write code that's packed and added to those scripts. Useful for setting configuration options etc. Backticks can be used here too.
  • New comp_ entities. These are mainly intended for use in instances, allowing modifying entities outside of the instance to conform or doing normally impossible things like positioning things in the void. Below are short explanations, see the "Help" display on the entity properties in Hammer for detailed functionality.:
Entity Description
comp_flicker Fires on/off and skin inputs repeatedly to simulate a flicker-on effect.
comp_choreo_sceneset Chains a set of choreographed scenes together.
comp_entity_finder Finds the closest entity of a given type, then applies various transformations. Outputs from this entity will be moved to the found entity. Further keyvalues can be set manually with SmartEdit off.
comp_entity_mover Shift an entity by a given amount. This is useful to place entities into the void, for example.
comp_kv_setter Sets a keyvalue on an entity to a new value. This is useful to compute spawnflags, or to adjust keyvalues when the target entity's options can't be set to a fixup variable.
comp_numeric_transition When triggered, animates a keyvalue/input over time with various options.
comp_pack Explicitly identify resources to pack into the map, in addition to automatic detection.
comp_pack_rename Pack a file into the BSP, under a different name than it starts with.
comp_pack_replace_soundscript Replace a soundscript with a different one.
comp_precache_model Force a specific model to load, for runtime switching. Duplicates will be removed.
comp_precache_sound Force a specific sound to load, for runtime switching. Duplicates will be removed. More keyvalues can be added.
comp_prop_cable/comp_prop_rope Generates 3D cables using a static prop.
comp_prop_cable_dynamic/comp_prop_rope_dynamic Modifies the above to generate a dynamic prop, instead.
comp_propcombine_set/comp_propcombine_volume Specifies a group of props that will be combined together, so they more efficiently render.
comp_relay Simplified version of logic_relay which is able to be optimised away by the compiler. The various inputs and outputs are useful for bundling commands together, or using more appopriate verbs. Inputs only work if given directly from entities (or via instance redirection), not in-game or dynamically. All inputs/outputs may pass through any parameter, if no override is specified.
comp_scriptvar_setter Assigns data or a group of data to a variable in an entity's VScript scope on spawn. To set an array, provide an index in the variable name in the form varname[4]. All the comp_scriptvars pointing to that variable will be collected into a single array literal, with holes filled by null. If the brackets are empty, these values will fill those holes and then append to the end in an arbitrary order.
comp_sequential_call Finds a sequence of entities (by distance or numeric suffix), then fires inputs delayed in order.
comp_vactube_end Marks the end point of a vactube. Objects reaching here will be cleaned up.
comp_vactube_junction Marks a junction in a vactube, where they're forced to change direction. Scanner models near straight nodes will be detected automatically.
comp_vactube_spline Generates a dynamic vactube model following a set of points.
comp_vactube_object Registers objects that can appear in the tubing.
comp_vactube_start Marks the start point of a vactube. This is where they spawn.

Installation

  • Follow this guide.
  • If using BEEMOD2.4, change Hammer -> Options -> Build Programs to use vrad_original.exe.

Development