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AAF_Eagles_Talon

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Posts posted by AAF_Eagles_Talon


  1. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Antichrist @ June 14 2002,21:44)</td></tr><tr><td id="QUOTE">200 * 200 km islands are also possible!<span id='postcolor'>

    ummmm, 200x200 would take u a lifetime to texture, it take what, 3 months to make a good 12km x12km map?, given that the time to make such a map will take approximately hmmm....click, click....type...type.....70 years!!!!! (u can't make 1 this size by yourself....)


  2. I've started my own map, i've mastered making an island's complete topography in wilbur, using only "set to pixle" when saving it, instead of using the map ruining method of fooling with z max and min, just a bit of adjustment with z mid, and i get a perfect island, i have started work on my island, and i will not rest until it is at least as good as bis's origional islands, if not better (or at least until lunchtime.... biggrin.gif ).

    im interested in joining this little group, my e-mail is t.preston@attbi.com

    hope 2 hear from ya

    L8r biggrin.gif


  3. Those "addons" are good but... most require you to use gunslingers addon to use, and i've seen a lot of e'm and they arn't really playable castles on the inside, my suggestion to you if you want to use a castle for anything but a background object, study those structures, and how they are made, u can do some awesome stuff with those basic ideas.

    here is some stuff that i did from studying those objects

    http://home.attbi.com/~t.preston/scrn.html

    http://home.attbi.com/~t.preston/newshots.html

    http://home.attbi.com/~t.preston/trap.html

    http://home.attbi.com/~t.preston/sewer.html

    I hope this gives u some ideas wink.gif

    these are all quite simple to do (if not time-consuming)

    you can open those addons as if they were user missions

    AAF_Eagles_Talon


  4. a surefire way that only the player will activate the triggers is to do this,

    activation= anyone

    condition= this and ((player) in thislist)

    then the player unit will be the only unit allowed to activate that trigger, it works with multiple players as well, if you have multipule players, and you just want one of them to activate it, give that unit a name and replace player with that name

    example:

    unit name= gringo

    condition= this and ((gringo) in thislist)

    (this method will work if you want a certian ai unit to activate a trigger as well)

    hope this helps

    AAF_Eagles_Talon wink.gif

    p.s. what's wrong with condition statements, death?


  5. another way to do that (a la starcraft trigger method) is tack on a gamelogic move to the end of the trigger (ie after 10 seconds), make it move the gamelogic to the activation zone of another trigger with just the sound, and key that trigger to go off by game logic, and if the trigger needs to be used more than once, tack on the end of the sound trigger a move command to move that gamelogic back to where it started from, and it can be done over again.

    here is an example of how to do it for just sound, u can add other stuff to it..,

    make a game logic, name it game

    make a second game logic and place it in the activation zone of the second trigger, name it game1

    make a 3rd game logic name it game2, and place it somewhere on the map, (not in any trigger zones)

    trigger #1

    size a/b 0

    repedidly

    activation= raido code

    set timer (however much time u want)

    condition= this

    on activation= game setpos [(getpos game1 select 0),(getpos game1 select 1)]

    (then whatever else u need)

    trigger #2

    size a/b 50

    repedidly

    activation game logic

    condition= this and ((game) in thislist)

    on activation= game setpos [(getpos game2 select 0),(getpos game2 select 1)]

    (then add your effects to this trigger)

    there is probibly a simpler way to do this, but this way works, i used the starcraft map editor too much, and this was the one of the only ways to spring a trigger biggrin.gif  but it will work, toy around with it.

    hope this helps

    AAF_Eagles_Talon


  6. Thanks anyway, i solved my problem, i just based the structure in the middle of the water (where the bastard dosn't crawl (although he walks slow) then used a warp trigger setup of mine to move him without the player knowing and then he can run the rest of the way down the hall, and the person (if he was observant) would think they just went under the cliff biggrin.gif

    that took me awhile to think up biggrin.gif

    thanks anyway, if anyone knows how to fix the real problem, by all means post it.

    thanks

    Eagles_Talon


  7. Ok, i placed a concrete wall on the malden cliffs, the ones in sectors cc-ce 43 on the island malden. the concrete wall is nice and flat, but whenever i place my unit on this flat object, he starts moving as if he were climbing a cliff. im trying to make an entrence to my map at the base of the cliff, but if these stupid units will only crawl, then i can't do this, and this will be a very good spawnspot for my map, (not to mention a nice panoramic view....). does anyone know how to give those units some semblence of intellengence so they wouldn't be stuck in a crawl position when there is a steep slope below them?

    thanks

    AAF_Eagles_Talon


  8. if you want this trigger to occour at a certian time, you can set the time your map starts, then when you make your trigger, set a time delay in those 3 boxes (it's in seconds) to whatever the time is, then you can set your message in the trigger, it may work...

    hope this helps

    Eagles_Talon


  9. the warps are extremely subtle and necessary, the map will contain some 5000 objects, which if you don't know, will lag like hell if they are all close to eachother, i developed a trigger method that really only works in this indoor map im making, a player will think he/she just ran down a 5 m corridor, when in fact they were just warped 6000 m away, this can be accomplished by 4 move triggers, 3 stretches of corridor (with lots of blind corners) that are exactly identical. the only thing that will give away the warp, (and confuse the hell out the player) is the cadet mode map and given that this map has nothing to do with the terrain on malden (Except for some panoramic views out a window) and most of the fortress is spread out over the ocean, a player indicator is not needed(not to mention the map screen will be redundant)the only thing that may do u good is the compass. this isn't a normal mission, i will eventually integrate this method with ground missions but i need to perfect this mission method before i do any such thing, currently this is going to be closer to a rougespear, or quake map.

    biggrin.gif

    so does anyone know? or atleast force veteran mode, that will work fine too.

    p.s. the map im referring to is the same map in the "odd wall occurance" thread biggrin.gif

    Eagles_Talon

    p.s.s if you want exact details as to how to do the warp, i can send you a demo map

    wink.gif


  10. is it possible to remove the map for a multiplayer mission like in the bis 1985 campagin mission escape from prision?

    i have a map that warps a player all over the place, but i developed a way so the player dosn't have any idea that he was just warped, but the minimap will confuse the heck out of the player, so i need to do away with it.

    can anyone help

    thanks

    Eagles_Talon


  11. This problem im having will not effect this map, im making 3 versions of it, Deathmatch, Team Deathmatch, and CTF.

    With all the scripting that i have to figure out, it may take me up to a month to realese the beta test of this map, it's going to be intricate as hel*, but this map is an editors nightmare, because i have edit the hights of the z axys manually, so progress is slow going, those screenshots reflect about 4 days of work, but that is like less than 1/6 of the way complete, then i have to make traps (i currently have 1 trapdoor working), and i have to perfect my open and closable doors, which is becoming quite the large task. biggrin.gif

    don't worry, it won't take that long for me to finish, i do at least 4-5 hours of work a day on this map.

    P.S. after this map, expect more maps like it from me, i have a cool idea for a "underground tunnel map", but how i can achieve a "underground" level is one of my trade secrets biggrin.gif


  12. Okay, i have an odd problem here, i was trying to make a ceiling for my large fortress

    map im working on, so i first racked my brain for a way to flip an object over (because the concrete wall is invisible from the underside as is most everyting else), but i never found a way,

    this is how the concrete wall looks when it is spawned:

    normal concrete wall

    so i decided to just place "this setdammage 1" on the wall and it made the partial effect i was looking for,

    distroyed concrete wall (works okay for map)

    but when i saved the game and reloaded it, it did something strange to the concrete wall, it flipped it, the very effect i needed in the first place

    flipped concrete wall

    but try as i might i can't reproduce this effect with anything but a save and reload, is there some way i can create this effect right off the bat, i feebely tried to see what the saved games did for it, but i didn't understand a line, does anyone know how the saved game placed this unit to make it do that, and is it possible to do it in the editor or in wordpad?

    thanks

    Eagles_Talon

    p.s. here is a set of screenshots of the level im talking about...

    fortress images

    fortress images 2


  13. if the unit dosn't need ai (like an empty tank) you can use the camcreate command:

    objname = "M1Abrams" camCreate [x,y,z]

    You can place something like a gamelogic and use the getpos command in place of [x,y,z], Example:

    create a game logic named "place", and place it where you want the tank, then here is the syntax

    objname = "M1Abrams" camCreate [(getpos place select 0), (getpos place select 1)]

    this makes it start on the ground, and use this to make it start in the air,

    [(getpos place select 0), (getpos place select 1),5]  makes it start 5 meters in the air, the last number can be positive or negitive,

    hope this helps, im still trying to find out how i can use waypoints to apply ai to a created soldier, i know it can be done but i can't do it yet...

    Hope this helps biggrin.gif


  14. I would be happy if just the walls got added ie: concrete wall (the thick one from gunslingers) steel wall and wooden base walls because you can make some pretty awesome fortress maps with them, (i mean real fortresses that are full indoor games, which im currently making)

    I think that if given a lot of "useless" objects can allow more creativity in maps.

    one man's junk is another man's treasure

    biggrin.gif

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