DB-NG-Deathditch
Moderators: Jay2k1, DavidM, The_One
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- Posts: 137
- Joined: 07-10-2003 20:54
nice idea, but i dont think that i will implement it.
cause i dont wanna clone ***ditch. its copyright protected
i´m currently woking on the next beta, we are just testing the new flyingvolume code, maybe its working now.
even though i´ve made some improvements.
a big MINUS to deathball 2.0!!!!
i cant turn off playerspawn with a trigger, only enable them.
even a scripted trigger set to destroy those spawns wont work,
and setting those spawns to bNoDelete = false in advanced options wont compile.
work on that please!!!!!
here are two links to unrealwiki:
http://wiki.beyondunreal.com/wiki/PlayerStart
http://wiki.beyondunreal.com/wiki/ScriptedTrigger
thx
nolan
cause i dont wanna clone ***ditch. its copyright protected
i´m currently woking on the next beta, we are just testing the new flyingvolume code, maybe its working now.
even though i´ve made some improvements.
a big MINUS to deathball 2.0!!!!
i cant turn off playerspawn with a trigger, only enable them.
even a scripted trigger set to destroy those spawns wont work,
and setting those spawns to bNoDelete = false in advanced options wont compile.
work on that please!!!!!
here are two links to unrealwiki:
http://wiki.beyondunreal.com/wiki/PlayerStart
http://wiki.beyondunreal.com/wiki/ScriptedTrigger
thx
nolan
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- Joined: 07-10-2003 20:54
- UnrealKrake
- Posts: 113
- Joined: 11-07-2003 18:49
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=(ACE)=Nolan wrote: i cant turn off playerspawn with a trigger, only enable them.
even a scripted trigger set to destroy those spawns wont work,
and setting those spawns to bNoDelete = false in advanced options wont compile.
If you can't turn them off, maybe moving them out of area could help (not a perfect solution but could help). Perhaps if you place them inside a wall, u can't use them = same effect as turned off. Try to attach the spawnpoints to a mover and let it move inside a wall; i don't think that you would be telefragged if u try to respawn at a spawnpoint inside a wall. Never tested it... but maybe u give it a try Good luck and congrats to a nice looking map
:p
Edit:
Wieso hab ich denn dir das auf Englisch erklären wollen O_o ;D
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hmm, i dont know if that works,
but its worth a try.
i just checked ued just to make sure,
they are movable. so attaching them to a mover might work.
i gonna test it tomorrow (today after i got home from work).
by the way any map projects on your side at the moment?
and can u tell me how i can move bones of a pawn to make a static mesh pawn, like in your map or on green baize (skeletons).
thx
Nolan
hab halt auch auf englisch geschrieben...ist schon spät
karte schon gespielt?
but its worth a try.
i just checked ued just to make sure,
they are movable. so attaching them to a mover might work.
i gonna test it tomorrow (today after i got home from work).
by the way any map projects on your side at the moment?
and can u tell me how i can move bones of a pawn to make a static mesh pawn, like in your map or on green baize (skeletons).
thx
Nolan
hab halt auch auf englisch geschrieben...ist schon spät
karte schon gespielt?
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- Joined: 07-10-2003 20:54
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- Posts: 137
- Joined: 07-10-2003 20:54
- UnrealKrake
- Posts: 113
- Joined: 11-07-2003 18:49
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Ich denke wir bleiben bei englisch, weil die anderen sicher mitlesen wollen *g*
Hadn't the time to test your map yet, but in fact, screens look interesting, as always I love your map ideas, cause they differ from normal style.
Thought of my idea with spawnpoints and attaching to movers -> not possible cause they have embedded navigation routes/ points. Perhaps i will find another way, just give me some time =)
What do you exactly wanna do with the moving pawns ?!
Atm, i do not really have an idea for a map. Cause i always wanna make some maps which differ in gameplay!
Perhaps i work out the map i started as i read in here a thread called "DB-Castle" i think which doesn't really looked like a castle, did it ?
Will test your map this weekend and try to find a solution for your problem
Hadn't the time to test your map yet, but in fact, screens look interesting, as always I love your map ideas, cause they differ from normal style.
Thought of my idea with spawnpoints and attaching to movers -> not possible cause they have embedded navigation routes/ points. Perhaps i will find another way, just give me some time =)
What do you exactly wanna do with the moving pawns ?!
Atm, i do not really have an idea for a map. Cause i always wanna make some maps which differ in gameplay!
Perhaps i work out the map i started as i read in here a thread called "DB-Castle" i think which doesn't really looked like a castle, did it ?
Will test your map this weekend and try to find a solution for your problem
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- Joined: 07-10-2003 20:54
halloooooo krake, hi krake!
i´m just going to code a custom action for the scripted action trigger, with which you could change variable values of defined actors.
so if i change the bStatic entry of the spawn point with it i can disable it (bstatic is a hidden value which prevents actors from being moved, triggered or deleted).
with this script it would also be possible to change the gravity of a volume, etc.
i´m thinking of lots of usages and scripting it should not be that hard.
i nearly have it finished.
write me how the gameplay of my map is.
and thanx man, normal style maps are boring.
not an offend to you Steve-O, but you are releasing halfdone maps on an assembly line.
about that castle map krake....i´m eager to see it and put some traps in it, ghosts also maybe
i´ve already my next map idea in mind, but i´m having not much spare time lately.
even deathroller needs to be finished, you see there is a lot to do.
greetings
nolan
i´m just going to code a custom action for the scripted action trigger, with which you could change variable values of defined actors.
so if i change the bStatic entry of the spawn point with it i can disable it (bstatic is a hidden value which prevents actors from being moved, triggered or deleted).
with this script it would also be possible to change the gravity of a volume, etc.
i´m thinking of lots of usages and scripting it should not be that hard.
i nearly have it finished.
write me how the gameplay of my map is.
and thanx man, normal style maps are boring.
not an offend to you Steve-O, but you are releasing halfdone maps on an assembly line.
about that castle map krake....i´m eager to see it and put some traps in it, ghosts also maybe
i´ve already my next map idea in mind, but i´m having not much spare time lately.
even deathroller needs to be finished, you see there is a lot to do.
greetings
nolan
Last edited by =(ACE)=Nolan on 22-07-2004 00:36, edited 1 time in total.
- UnrealKrake
- Posts: 113
- Joined: 11-07-2003 18:49
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=(ACE)=Nolan wrote: i´m eager to see it and put some traps in it, ghosts also maybe
Sorry getting a bit offtopic but...
traps would be a nice idea will think of some
An impression on my idea is attached
This pic is taken after 15 mins ued work so don't blame me cause it looks like shit ;D Just to show u what i think...
Wanted to place ball spawn point on a middle tower inside the castle, which only can be reached by climbing up a longer stairway inside this building.
You will be able to walk on the strong walls surrounding the castle.
Goals will be placed on each half inside this wall...
what do you think Nolan -> or ??
:p So far
Krake
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hallo krake,
4 15 minutes in ued it look really good.
whats the big tower on the right of the screen?
bombflag spawn point tower?
yes it is, i´ve read your posting again *G*
playfield looks kinda large, so its a map 4 lots of people...good!
i hate 2on2s
but how are players get on the outer way?
jumppads or they need to jump from the bombflag tower?
eventually fall to their death *G*.
this idea has sure potential...keep working on it.
if you need something....just ask.
Nolan
Ps.: on hot days (like today) i love to play november...it really cools me down. the best summer map
PPs.: About the Pawn Static Meshes:
I want to add 2 guys/girls on dbw-ng-battlechess2k4 as soon dbw is released, so i need to alter the bones of the pawns that they will look good. but that not on top of my todo list, as soon rens2sea and teamvortex are not even.
4 15 minutes in ued it look really good.
whats the big tower on the right of the screen?
bombflag spawn point tower?
yes it is, i´ve read your posting again *G*
playfield looks kinda large, so its a map 4 lots of people...good!
i hate 2on2s
but how are players get on the outer way?
jumppads or they need to jump from the bombflag tower?
eventually fall to their death *G*.
this idea has sure potential...keep working on it.
if you need something....just ask.
Nolan
Ps.: on hot days (like today) i love to play november...it really cools me down. the best summer map
PPs.: About the Pawn Static Meshes:
I want to add 2 guys/girls on dbw-ng-battlechess2k4 as soon dbw is released, so i need to alter the bones of the pawns that they will look good. but that not on top of my todo list, as soon rens2sea and teamvortex are not even.
Last edited by =(ACE)=Nolan on 22-07-2004 00:47, edited 1 time in total.
- UnrealKrake
- Posts: 113
- Joined: 11-07-2003 18:49
- Contact:
Huhu Nolan
Had another idea for your spawn problem... Coudn't you use triggered teleporters ??? Placing the teleporters exactly on the spawnpoint. After respawning the first time, and moving out to gamefield, players should pass the trigger to activate their teleporter. When they die, they respawn at the spawnpoint, but will teleported inside the field. The goalevent should disable the teleportes again.
GL Krake
Had another idea for your spawn problem... Coudn't you use triggered teleporters ??? Placing the teleporters exactly on the spawnpoint. After respawning the first time, and moving out to gamefield, players should pass the trigger to activate their teleporter. When they die, they respawn at the spawnpoint, but will teleported inside the field. The goalevent should disable the teleportes again.
GL Krake
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- Posts: 137
- Joined: 07-10-2003 20:54
holla krake,
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.
the "Action_SetVariableValue" for the ScriptedTrigger is almost finished, but i now have a little problem. i want to change a variable of an actor, but i only have the name of the variable which the user enters in the ued name/string field. in javascript/actionscript this is possible.
javascript:
------------------------------------------------
myVariable = 'form1';
document[myVariable].value = 1;
^^ is the same as:
document.form1.value = 1;
so in UnrealScript i have the following:
------------------------------------------------
var(myCat) name/string myVariable;
then in the action:
local Actor A
A[myVariable] = 1;
i know [] are for arrays, what about {}....they are user to define the root of the ut2004 installation path.
do you know something about it krake?
Nolan
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.
the "Action_SetVariableValue" for the ScriptedTrigger is almost finished, but i now have a little problem. i want to change a variable of an actor, but i only have the name of the variable which the user enters in the ued name/string field. in javascript/actionscript this is possible.
javascript:
------------------------------------------------
myVariable = 'form1';
document[myVariable].value = 1;
^^ is the same as:
document.form1.value = 1;
so in UnrealScript i have the following:
------------------------------------------------
var(myCat) name/string myVariable;
then in the action:
local Actor A
A[myVariable] = 1;
i know [] are for arrays, what about {}....they are user to define the root of the ut2004 installation path.
do you know something about it krake?
Nolan
Very nice map really, blew me away.
It really gives you the feeling you're actually there, and the flying works great, except when you come too close to the ground.
Anyway, you might want to consider submitting it for the Map Contest.
It really gives you the feeling you're actually there, and the flying works great, except when you come too close to the ground.
Anyway, you might want to consider submitting it for the Map Contest.