DB-Cartoon (name in working progress etc..blah blah)
Moderators: Jay2k1, DavidM, The_One
Well progress is coming along very slowly. I'm trying to get the rockets and the emmitters attached to them disapear when they reach thier destination. but no matter what i use, zone portals or anti portals. if the emitter passes through them, it dies. so it only works for one goal. So i'm thinking of other ways to hide them atm.
p.s does anyone know where i can find a 'clonk' sound? or sounds of bones hitting?
And does anyone know where i can get a 3d model of a boxing glove?
p.s does anyone know where i can find a 'clonk' sound? or sounds of bones hitting?
And does anyone know where i can get a 3d model of a boxing glove?
- XiLLeRaToR
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- UnrealKrake
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TEZC-Rage wrote: Well progress is coming along very slowly. I'm trying to get the rockets and the emmitters attached to them disapear when they reach thier destination. but no matter what i use, zone portals or anti portals. if the emitter passes through them, it dies. so it only works for one goal. So i'm thinking of other ways to hide them atm.
Well, lemme give you a boost =)
Don't think too difficult, if i got you right, Rockets should disappear after they reached highest point (after two sec.) and should reappear when they are @ the start position (16 sec.)
My idea to solve it quite easily:
----- I like to Move it Move it ... with the "Disappear Mover"-----
here is a possible solution for blue rockets (red ones works the same way, only the direction of the "disappear mover" must be mirrored):
1. Build a trigger @ the highest point of the blue rockets (should be @ Keypoint 1)
2. Trigger properties
i) Event -> Event "DisappearBlue"
ii) Trigger -> Class Proximity Type " Class'Engine.Mover' " and TriggerType -> "TT_ClassProximity"
3. Build a 1x1x1 cube and convert it to a mover. This one should be placed on the same X position, where keypoint 1 of Rocket is, but outside the gamefield (so that it is not seen by players).
4. Mover Properties (DisappearBlue):
i) Event -> Tag "DisappearBlue"
ii) Mover -> MoveTime "0.000000000" and Stayopentime "16.0000" (or something more than 16)
5. Keypoint 0 of DisappearBlue is same x coordinates which Keypoint 1 of Rocket is, and Keypoint 1 of DisappearBlue should be somewhere far away outside the gamefield.
6. Now give your rockets the following settings and it should be done:
Movement -> AttachTag: "DisappearBlue"
Mover -> bSlave "True"
what will happen:
Rocket activates a trigger which causes the mover "DisappearBlue" to move quickly to a location far away the gamefield. Because you attached your rockets to "DisappearBlue", they will be relocated to this position (in relation to their start position). After 16 seconds (i think your rockets movement uses 15 seconds or so) "DisappearBlue" moves back. Rockets should be positioned on their start position ...
One note:
this only works when the disappermover stays more time open as the whole moving sequence of your rockets does....
I hope i could help, not very good in english language, but if u have questions about my solution, ask me, i try to answer =)
:p Want to see this map growing so keep working
Last edited by UnrealKrake on 23-10-2003 11:27, edited 1 time in total.
- UnrealKrake
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Maybe an addition:
Because cartoons are always exaggerating, don't let the rockets just disappear. Maybe use such an effect (if u use my trigger solution, it will be very simple to add this emitter) which let them explode in a great firework
I would use this one e.g.:
Emitter -> NewIonEffect or RedeemerExplosion
Give the emitter the Tag "DisappearBlue" and it should be done
Because cartoons are always exaggerating, don't let the rockets just disappear. Maybe use such an effect (if u use my trigger solution, it will be very simple to add this emitter) which let them explode in a great firework
I would use this one e.g.:
Emitter -> NewIonEffect or RedeemerExplosion
Give the emitter the Tag "DisappearBlue" and it should be done
UnrealKrake wrote: Maybe an addition:
Because cartoons are always exaggerating, don't let the rockets just disappear. Maybe use such an effect (if u use my trigger solution, it will be very simple to add this emitter) which let them explode in a great firework
I would use this one e.g.:
Emitter -> NewIonEffect or RedeemerExplosion
Give the emitter the Tag "DisappearBlue" and it should be done
Thx for the info of the movers, will try that out. I hope that the emmitters will not get destroyed in this process. As for the fireworks i have been trying to do some, been experementing with spark emitters, (as seen on top of the 2 antenna).
Also the 'dissapear blue thingy' will work with my new conquest.
the typical balancing rock, which sways gently, but when a goal is scored, it's gonna fall in the penatly box of the team that conceded the goal (or the biggest screenwhore j/k)
- UnrealKrake
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erm .... no =) nothing will be destroyed, only moved out of the map =) and i think you attached the "engine" fire emitter of the rockets to the rockets, so they will be moved out too.TEZC-Rage wrote: Thx for the info of the movers, will try that out. I hope that the emmitters will not get destroyed in this process.
Your firework emitter won't be touched by any action.
SPLASH does it fell down with teh original "fall down sound" as used in the looney toones clips ???TEZC-Rage wrote: but when a goal is scored, it's gonna fall in the penatly box of the team that conceded the goal