Everything about Death Ball.
Moderators: Jay2k1 , DavidM , The_One
beefsack
Posts: 921 Joined: 09-03-2003 22:57
Location: Canberra, Australia
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by beefsack » 24-04-2003 03:46
davidm, how did you do the cube post sound?
DavidM
Posts: 6795 Joined: 08-03-2003 20:35
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by DavidM » 24-04-2003 05:01
beefsack, can't you start ued?
beefsack
Posts: 921 Joined: 09-03-2003 22:57
Location: Canberra, Australia
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by beefsack » 24-04-2003 06:15
i was looking at it but got confused
correct me if im wrong, but there are tons of triggers along the crossbar and only one for each post. they trigger latterot. where is the sound played?
night
Senior Member
Posts: 114 Joined: 10-03-2003 05:44
Post
by night » 24-04-2003 07:48
btw, the clank kicks ass.
it only took you like 7 months to get it in, but better late then never
.
(i dont suppose there is an archive of the old forum from back then ?)
DavidM
Posts: 6795 Joined: 08-03-2003 20:35
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by DavidM » 24-04-2003 17:26
took toxeen 30 minutes to make the sound + some suggestions by me
and 5 minutes to add it to the map
we just didnt try it earlier
beef, in the windows right click on the top bar, select the 3rd point (i guess) and then "radii view"
select the trigger and you see the collision cylinder
when a ball trouches one of those the dbspecialevents are triggered...they play the sound
SpikeBall
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Posts: 44 Joined: 09-03-2003 18:51
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by SpikeBall » 24-04-2003 18:56
add this to the DB mapping guide, its cool.
DavidM
Posts: 6795 Joined: 08-03-2003 20:35
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by DavidM » 24-04-2003 21:12
hm
its not a DB-specific thing actually
every mapper who got "behind" the editor and the engine knows how to do it, no new actors
db-specialevent is even ripped from UT
dumb epic/DE removed it (and many other useful actors)