HammerAddons
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Useful tweaks and content for Source Engine Games
Had to recreate my custom FGD after a recent TF2 update, which meant going through Hammer Addons's FGD. here's a buncha minor things I spotted (and stuff that got changed...
Any help with this would be appreciated, as I plan on finishing my map the next days.
I created an entity gallery and went through every point entity, finding issues with them and ones that needed iconsprites. This is what I found. Entities marked in bold already...
Due to lack of documentation, it could be probable that the Issue might be due to wrongful setup of comp_propcombine_set. Following Error is output when trying to combine a multiple...
This could be useful in cases such as when working with cordons. Vactubes might get cut, causing the postcompiler to fail. Disabling the entire postcompiler isn't ideal, since there are...
To stop a sound from echoing in Portal 2 maps, you can put a "#" character in front of the sound file. This seems to prevent the sound file from...
When packing sound scripts into BSP, even when also packing a modified manifest along with them, portal 2 ignores them and acts the same as if those sound scripts were...
In most Source games, it's possible to pack particles into maps by using a per-map manifest, located at `maps/_particles.txt`. The postcompiler's autopacker should support this, automatically generating the file and...
comp_fakeplayer would be a qol hammer-only entity (entirely removed from the map during compile) that has it's targetname set to ``!player`` as readonly in the fgd, and has all the...
To workaround `!special` targetnames still recieving instance fixups in P1, I attempted to add the outputs through a `comp_kv_setter`, using the keyvalues so the fixups aren't applied (since outputs are...