DB-NG-Deathditch

Look for maps, show your maps...

Moderators: Jay2k1, DavidM, The_One

=(ACE)=Nolan
Posts: 137
Joined: 07-10-2003 20:54

Post by =(ACE)=Nolan »

thx sixty,

till now i did not have the time to play it on a full server,
sure we did beta test this map but not with many people.

so i dont know how the gameplay really is.
maybe i get my collegues together today and play on flauschis server.

i even noticed that the blue and red flags do not have the team symbols on them on flauschis server and the flags on top of the buildings a completely white.

did u or anybody else experienced the same?

to the map contest, i will add my map. :)
sergeantduke
Senior Member
Posts: 115
Joined: 07-06-2004 20:38

Post by sergeantduke »

=(ACE)=Nolan wrote: ...you will get an compile error in ued if actors (emitters,spawnpoints,teleporters) are too close together.
I honestly don't think it matters that much. I've got emitters right on top of eachother and they still work just fine, regardless compile errors. Lights and sounds still work if you've got two in the same location. Never tried it with spawnpoints or teleporters though.
=(ACE)=Nolan
Posts: 137
Joined: 07-10-2003 20:54

Post by =(ACE)=Nolan »

hm, k...its worth a try and its priceless :)

but recently i got a compile error on deathditch saying that 2 emitters are at the same pos.

^^nice aiming with the strg-drag function i would say :D

i will add it to my todo list.

Nolan
User avatar
UnrealKrake
Posts: 113
Joined: 11-07-2003 18:49
Contact:

Post by UnrealKrake »

=(ACE)=Nolan wrote: hmm i dont think it will work cause you will get an compile error in ued if actors (emitters,spawnpoints,teleporters) are too close together.


It works for me... perhaps you shouldn't place them exactly on the same position. Just increase the embedded radius of the teleporter and place it a bit farer away...

If you do not get rid of your triggered sp's just try the solution i provided, should work ! If you need a teleporter without effects, ask me, wrote such a thingy some time ago for rotatorcube

Krake
=(ACE)=Nolan
Posts: 137
Joined: 07-10-2003 20:54

Post by =(ACE)=Nolan »

hallöchen krake,

i´ve just coded me a solution,

triggered db_playerstarts (4 of a kind (goal,center,penalty and normal))

i replaced the db_starts with mine and its working :)
finally.

i´m going to attach the u file but it will be included in my next deathditch relase.
so feel free to dl it and use it, it might be handy to enable / disable db_players starts.

Greetings
Nolan
Wibble
Moderator
Posts: 239
Joined: 27-03-2003 17:50

Post by Wibble »

Just wanted to add my bit...I think its cool that there are people experimenting with the basic idea behind db and extending it in different directions to see what happens...Keep it up \o/
=(ACE)=Nolan
Posts: 137
Joined: 07-10-2003 20:54

Post by =(ACE)=Nolan »

thx wibble for your support for non standard maps :)

i allways try to push deathball to its limits and make different maps.

Nolan
=(ACE)=Nolan
Posts: 137
Joined: 07-10-2003 20:54

Post by =(ACE)=Nolan »

new version is out with some bug fixes and adjustments :)
Locked