Vultr.com - Instant Cloud Server Deployment
FREELANCER 64 MEMBERS:
Home
Forum
News
Share on Facebook
Share on Twitter
Share on Google+
Forum Home > Maps & mods > ONS-SEKTOR8 - THE BATTLE CONTINUES
PREV 1 2 3 4 5 6 7 8 9 10 11 12 ... 16 NEXT
crusha_k_roolPM
#61
Aug 02, 2010 4:18 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Explosions in the blood? \_Ô.ò_/

FluidSurfaceInfos are strictly static (yeah, I know that they move). You can't move them around. Impossible, even in Unreal Engine 3.


I actually think the blood is spectacular enough. I put it there to get rid of the black and empty area that was there after you fell through the grid. It should not distract the player.


The Nodes in StarReach aren't unlinked, but they could be, if I wanted them to be. In the editor, you will not see a normal ONSPowerNodeNeutral but instead an ONSPowerNodeSpecial (they look exactly the same, just the name is different). It has several more options, for example bIndependent and bPrime.

Ingame you will see that the Nodes have names that show up above them.


This is another link (with the same file name), but I don't think that it's the right one. Maybe I am wrong.
vk__PM
#62
Aug 03, 2010 5:24 AM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
I mean airbells, or something like that. The special nodes are working, 17 is independent now!

Crusha can u do me a favor? Can u add a sound when picking/in the area of the wgs, i replaced it to the bottom center of the map, it needs to be as loud as possible horn, (like nuclear air strike warning, fire alarm) everyone needs to hear it. Is it possible?

thx VK
http://BIT.ly/VKMAPDESIGN


Last edited by: vk__ Aug 03, 2010 5:24 AM
crusha_k_roolPM
#63
Aug 03, 2010 6:05 AM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
You need a Trigger and a ScriptedTrigger. The Trigger is places at the location of the weapon.

Then in the ScriptedTrigger you set it up like this:
1: WaitForTimer *Respawn delay, since the weapon isn't there yet and so we don't want to play any sound when someone goes there now*
2: WaitForEvent *Event of the Trigger*
3: PlaySound *I don't know how to set it globabl, but you will find a solution*
4: GotoAction 1
vk__PM
#64
Aug 03, 2010 7:52 AM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
Ok here is beta6:

http://www.mediafire.com/?87kdaln9a91a9zu

Different link setup
Center node is now independent
Added aurora to bridge node
Added hurricane to base
Replaced superweapons
Added new weapon

And few things more
http://BIT.ly/VKMAPDESIGN


vk__PM
#65
Aug 04, 2010 2:54 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
Here is the slightly changed b6:

http://www.mediafire.com/?5occqa7p30e9avh

I linked node 17 again, i must wait for wormbo's tool comes out.
And small things changed.
The link setup is fine now
deleted the mines behind core.
http://BIT.ly/VKMAPDESIGN


crusha_k_roolPM
#66
Aug 04, 2010 3:19 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Well, there was actually a new version already, but he will change it again anyway to make the the whole stuff look more like UT2k4-like HUD elements and probably also add an option to have the Node shielded the UT3 way.

And if you use it, then he wants you to myLevel the code for now anyway. You just need to remove all code from the last version if you update.

But yeah, waiting for a more final release might be a better idea.
jancsi33PM
#67
Aug 05, 2010 10:26 AM
Jancsi.:LLS:. Member - Joined: Aug 06, 2009
Posts: 217
Today I played it and... well... I have to say it's not bad. Not bad at all. In fact, it's a nice map, very nice from a beginner...
So uh... I apologize for my pathetic preconception.

Since I only played it once, and that once wasn't too long, I couldn't explore everything; I didn't even find the Vortex gun and the Enhanced redeemer =P Keep up the good work!

PS: Peace and no hard feelings.
crusha_k_roolPM
#68
Aug 05, 2010 10:45 AM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Last edited by: crusha_k_rool Aug 05, 2010 10:46 AM
foibosPM
#69
Aug 07, 2010 4:45 PM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
crusha_k_roolPM
#70
Aug 07, 2010 5:19 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Problem with the LaserWalls: They don't work properly online.

You can destroy the beacons, that should disable the laser in that direction, but the laser stays still active after it's destination is destroyed. Couldn't test if it's still there if you also destroy the other beacon, but in worst case someone can put up the lasers and the only way to destroy them is to kill the guy who placed them, but that can be hard since he could hide anywhere in the map.

And the Deployer is always available for picking it up, basically could the whole team get one and spam the map with it. It instantly kills infantry - place 3 around a Node and hide in your base and that Node is pretty uncatchable for the enemy and that all due to one player.
PREV 1 2 3 4 5 6 7 8 9 10 11 12 ... 16 NEXT