Counter-Strike 2

Counter-Strike 2

Halo 3 ODST: Crater (Guardian Coop)
McMessenger  [developer] 10 Jun, 2016 @ 7:26pm
Bug Reports and General Improvements
Post any bug findings or thoughts on making the map better here!
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Showing 1-15 of 30 comments
Irregular Quiche 11 Jun, 2016 @ 12:02pm 
i like the map, but how do you open the doors? I tried playing the map with bots, and they were able to open the doors from the outside.
McMessenger  [developer] 11 Jun, 2016 @ 12:53pm 
The doors they come through are meant to be only for their spawn, so it prevents spawn camping the bot spawns. You can still sit in front of the doors though.
Irregular Quiche 11 Jun, 2016 @ 1:39pm 
I respawned several times in the bot spawn room and either had to suicide, or wait for a bot
McMessenger  [developer] 11 Jun, 2016 @ 6:33pm 
Make sure to follow the start commands, and choose CT side.
McMessenger  [developer] 11 Jun, 2016 @ 6:36pm 
The doors for the CT spawn room should automatically open for either side.
ZooL 12 Jun, 2016 @ 8:34am 
hey, first of all, love what you did, and I love halo. also, you can use VScripts to change the gamemode and reload the map if it's not on guardian, that's what I did on an unreleased map, so basically when you launch the map it reloads it instantly.

just use a point_servercommand named "Command", a logic_script with this next code, and a logic_auto to trigger the script OnMapSpawn.

It would definitly help new players who don't even know there's a console if you see what I mean

here's the vscript:

function ReloadMap() { if (ScriptGetGameMode() == 1 && ScriptGetGameType() == 4) { } else { EntFire("Command", "Command", "game_mode 1", 0, 0); EntFire("Command", "Command", "game_type 4", 0, 0); EntFire("Command", "Command", "changelevel " + GetMapName(), 0.1, 0); } }
Last edited by ZooL; 12 Jun, 2016 @ 8:36am
McMessenger  [developer] 12 Jun, 2016 @ 5:09pm 
Originally posted by ZooL:
hey, first of all, love what you did, and I love halo. also, you can use VScripts to change the gamemode and reload the map if it's not on guardian, that's what I did on an unreleased map, so basically when you launch the map it reloads it instantly.

just use a point_servercommand named "Command", a logic_script with this next code, and a logic_auto to trigger the script OnMapSpawn.

It would definitly help new players who don't even know there's a console if you see what I mean

here's the vscript:

function ReloadMap() { if (ScriptGetGameMode() == 1 && ScriptGetGameType() == 4) { } else { EntFire("Command", "Command", "game_mode 1", 0, 0); EntFire("Command", "Command", "game_type 4", 0, 0); EntFire("Command", "Command", "changelevel " + GetMapName(), 0.1, 0); } }

I've actually tried doing this before (not this exact script, but something similar) and I haven't been able to get it working at all. The problem not that it the map isn't starting in Guardian mode, but that the T bots don't move; at all. Even if the gamemode is correct, they just sit in their spawns.

I've made sure the guardian.cfg file I made works, and it does since the CTs spawn with the weapons they do. Part of that .cfg file is supposed to designate whether or not they rush A site or B, and I have it set to "rush_a". I'm not sure why, but changing the map to Crashsite, then back to Crater seems to fix the 'bots not moving' issue. I've tried looking up if there are other people who've had this problem, but to no avail.

If you'd like to help me further with this, I'd gladly add you to the contributors. I much more of a general mapper, not really a scripter.
ZooL 13 Jun, 2016 @ 6:13am 
I've tried with Coop Strike but never tried Guardian, I should do some tests.

about the cfg, which one were you using? I mean all guardian maps cfgs are inside csgo/maps/cfg and have the prefix guardian_* but I think csgo probably doesn't load them when it's a custom map. You should still try if you haven't already.
Last edited by ZooL; 13 Jun, 2016 @ 6:13am
McMessenger  [developer] 13 Jun, 2016 @ 6:47pm 
I made a custom .cfg file that is basically a copy of the .cfg for Crash site (Valve-created), but with some slight alterations such as freezetime and what the CTs spawn with; the fact that the CTs spawn with the weapons they do means it should be working, or at least that part of it.

Also, I've tried the code you used but with no results. I could give you the .vmf privately if you'd like, just in case I set up something wrong.
ZooL 14 Jun, 2016 @ 4:11am 
Here, I've included a download link, contains the vmf, vscript and the map's cfg, all was working fine for me.

https://youtu.be/hqzr72EhLgI
ZooL 18 Jun, 2016 @ 2:48pm 
Looks like you've forgot to pack the Vscript though. Same about your map's CFG file. That's probably why it wasn't working before.
Last edited by ZooL; 18 Jun, 2016 @ 2:52pm
McMessenger  [developer] 18 Jun, 2016 @ 10:59pm 
Originally posted by ZooL:
Looks like you've forgot to pack the Vscript though. Same about your map's CFG file. That's probably why it wasn't working before.

No, I had been doing that before (maybe a small error on my part then I guess?) I basically just ended up using part of yours and tweaked it a little bit. Also, did the VScript not actually pack with the .bsp? I've been able to play the Workshop version without any problems.
ZooL 19 Jun, 2016 @ 4:16am 
yea that's because on your side you have the vscript, so the game just loads it from your hard drive. If you're using pakrat or vide, you must pack both in the bsp, it's not automatic as textures.
yuji 3 Jul, 2016 @ 9:34pm 
Is there anyway to use an m4a4 instead of the m4a1-s
McMessenger  [developer] 4 Jul, 2016 @ 7:40am 
I've put m4a4s that players can pick up at the start from the weapon caches. I don't plan on changing it, since the ODSTs technically start with silenced smgs and pistols in Firefight.
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