DB Features For Mappers
Moderators: Jay2k1, DavidM, The_One
- Catalyst88
- Posts: 707
- Joined: 18-03-2003 12:02
DB Features For Mappers
Are there any features that mappers would like to see in DB 2.0 for use in maps/to make their lives easier? I'll see what I can do to get them implemented. Please give a thorough explaination.
Fix Physics Volume - pain causing. Introduced in deathball 1.7, Somewhat fixed in 1.8, is still not correct. If you set the pain causing to true and damage per sec to 100, it should be an instant death. What now happens vary. Sometimes you take damage, but most of the time it's a delayed death inside the volume. The delay can be up to several seconds.
A thin brush set up for an instant kill now no longer works because a player can go right through the volume.
Many maps use these volumes. Plus, using these volumes to set up kill areas so people can have fun boosting other players to their deaths could make some interesting maps.
A thin brush set up for an instant kill now no longer works because a player can go right through the volume.
Many maps use these volumes. Plus, using these volumes to set up kill areas so people can have fun boosting other players to their deaths could make some interesting maps.
Scotteh wrote: I've always wanted to be able to add multiple balls in maps...could be a fun thing to do on trainingcourt
I tried it and found a couple of problems that would need new code.
1.) only one ball resets after a goal
2.) only one ball shows in the radar
3.) a player can pick up both balls at once. (If i remember correctly, the player can only release one of the balls)
I was going to use two balls, one in each zone. The map name was multiball. Some very interesting games could be played with two balls at once. Could be a interesting addition to deathball. 2cool4u didn't want to it and I'm no coder, so the idea died.
Another penaly zone that is not also a keeper zone. Used to set up team penalty areas without the problem of becoming a keeper in this non-goal area.
An actor that can trigger and advance music/sounds. See Ice Deamon and how the chants and songs are triggered from the (4) normal triggers to the db special event actors (2). Looks like the mapper wrote some code for the event "chantmover".
An actor that can turn on/off sounds or play a sound for a set time limit. The goal events can turn on/off an emitter. However, a sound set up under the emitter will not turn back off like the emitter. Would be useful to be able to play a sound while an emitter is visible and then have it turn off when the emitter does.
A working online material trigger. Epic's only works in instant action. Movers are used for many instances where a material trigger would be easier.
An event (RedEvent2 and BlueEvent2) after a goal that send out the event signal again on reset. The emitters turn on off this way. However, triggered lights will turn on but don't turn off. The reset doesn't send out the same "event" name. The next goal turns off the triggered light when the event is signaled again. This could be used with a working material trigger for things like "Red team scores" signs after a goal.
A simple score board for deathball. Time/score/messeges. The one used in like DB-Cube is ok, but could be simplified by removing the non-deathball stuff and getting the scrolling message to display deathball related stats. I would also suggest a making the scroll an option (static or scrolling text).
One more thing. Thanks just for asking.
An actor that can trigger and advance music/sounds. See Ice Deamon and how the chants and songs are triggered from the (4) normal triggers to the db special event actors (2). Looks like the mapper wrote some code for the event "chantmover".
An actor that can turn on/off sounds or play a sound for a set time limit. The goal events can turn on/off an emitter. However, a sound set up under the emitter will not turn back off like the emitter. Would be useful to be able to play a sound while an emitter is visible and then have it turn off when the emitter does.
A working online material trigger. Epic's only works in instant action. Movers are used for many instances where a material trigger would be easier.
An event (RedEvent2 and BlueEvent2) after a goal that send out the event signal again on reset. The emitters turn on off this way. However, triggered lights will turn on but don't turn off. The reset doesn't send out the same "event" name. The next goal turns off the triggered light when the event is signaled again. This could be used with a working material trigger for things like "Red team scores" signs after a goal.
A simple score board for deathball. Time/score/messeges. The one used in like DB-Cube is ok, but could be simplified by removing the non-deathball stuff and getting the scrolling message to display deathball related stats. I would also suggest a making the scroll an option (static or scrolling text).
One more thing. Thanks just for asking.
Last edited by Twigstir on 11-12-2003 05:15, edited 1 time in total.
Make The Ability to encode how a goal can enter a givin goal volume.
1) ie:
GoalTypeVolly=TRUE
GoalTypeShot=TRUE
GoalTypeTD=TRUE
2) If Possible Make a Volume Create the a Noise when the ball touches it. so we can do away with noise trigger actions for post noises and just surround them with volumes instead?
3) GoalPoints=## - if you wanted more then one goal and one to be worth more then the other why not be able to set it up so you can have another goal worth more points.
Code me this and I'll give you a billion dollars
if you give me the ability to have a time limit a person can hold the ball before he explodes and the ball lay where they stand (but no gay loud countdown from the uber deep voice guy) mmm
1) ie:
GoalTypeVolly=TRUE
GoalTypeShot=TRUE
GoalTypeTD=TRUE
2) If Possible Make a Volume Create the a Noise when the ball touches it. so we can do away with noise trigger actions for post noises and just surround them with volumes instead?
3) GoalPoints=## - if you wanted more then one goal and one to be worth more then the other why not be able to set it up so you can have another goal worth more points.
Code me this and I'll give you a billion dollars

I tried it and found a couple of problems that would need new code.
i know, i also tried this many months ago and found the same things you did, which is why i suggested it

edit...please get the pain phisics volume working again
Last edited by Scotteh on 11-12-2003 05:54, edited 1 time in total.
Hey hey hey - first post
, still working on a map before I release it.
Something I think would be neat would be to have the karma effects applied to the ball as soon as it spawns. I had some fun ideas like dropping the ball from a hole in the ceiling, putting it inside a giant karma-enabled ball, etc. Not sure what would be required here - I'm focusing more on the coding on the Quake engine to get sorta ready for Half-Life 2.
(yeah I know it uses a new engine, but it's supposed to be similiar...)
Anyway - something else that would be fun would be to turn off the automatic ball respawning. I've noticed the ball disappearing right in front of my nose more times than I can count, and my keyboard has taken the brunt of the frustrations... I know its not really mapping per se, but it'd be nice.
Just thought I'd give my two cents.

Something I think would be neat would be to have the karma effects applied to the ball as soon as it spawns. I had some fun ideas like dropping the ball from a hole in the ceiling, putting it inside a giant karma-enabled ball, etc. Not sure what would be required here - I'm focusing more on the coding on the Quake engine to get sorta ready for Half-Life 2.

Anyway - something else that would be fun would be to turn off the automatic ball respawning. I've noticed the ball disappearing right in front of my nose more times than I can count, and my keyboard has taken the brunt of the frustrations... I know its not really mapping per se, but it'd be nice.

Just thought I'd give my two cents.
Woah, so much wishes...
I would rather hope the bugs get fixed and then i would think about these
The 2 ball idea is good... althought I think it could cause some bugs... but if that one is posible, than why not? For training court it would be really nice...
The Ball in air spawns is rally good to make a better combat for the ball when the server and the match starts... but what's when they score a goal and your teammate has to wait for the ball to fall? Anywayz i like the idea :p
And anywayz: THX for asking this
I hope the ppl doesnt want toooooo much 
I would rather hope the bugs get fixed and then i would think about these

The 2 ball idea is good... althought I think it could cause some bugs... but if that one is posible, than why not? For training court it would be really nice...
The Ball in air spawns is rally good to make a better combat for the ball when the server and the match starts... but what's when they score a goal and your teammate has to wait for the ball to fall? Anywayz i like the idea :p
And anywayz: THX for asking this


Well, you could put the central spawn points back with the normal spawn points so you'd have to duke it out each time...
I know it seems like a lot of demands, but they're really more like ideas of what they could put in. I'm not going to pretend to be a coder, so I'll just throw out my ideas and leave it to others to determine the feasability (I try to not make it too outlandish though...)
This is a great mod, and I seriously doubt the dev team would do anything to mess it up too badly. And if they do, we can yell at David.
I know it seems like a lot of demands, but they're really more like ideas of what they could put in. I'm not going to pretend to be a coder, so I'll just throw out my ideas and leave it to others to determine the feasability (I try to not make it too outlandish though...)
This is a great mod, and I seriously doubt the dev team would do anything to mess it up too badly. And if they do, we can yell at David.
