Crossfire For MS!!!

Rhodeder

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Well im almost done with it but there is one minor ... well large error. The trigger for pain doesnt work in ms..... What is the command to trigger damage to you character with a map trigger in ms???
 

J-M v2.5.5

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Cyax found a workaround for this. It seems lava (func_water with a lava texture) hurts. So if you make a very small, thin lava brush, rendered invisible, the player

- Won't appear to be swimming

- Won't see the lava

- Will get hurt



But seeing as how this is crossfire, you need a brush that covers the entire map. And func_water can't be enabled and disabled. And since it needs to cover the entire map it'll seem as if you're swimming. And the no enabling and no disabling thing will kill everybody the whole time.



So I think making a crossfire conversion won't work.
 

Rhodeder

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well so far its crossfire everything the screen fades shakes and turns white. It even has the sirens and the nuclear sound i wish it could kill tho. I will try to see if i can kill people with the cannons tho. So if you know how to use cannons in ms then tell me.
 

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I assume this is just for practice, as crossfire with MS, is just plain silly, IMO, but maybe that's just me. ;)



There are several other events that can hurt players, that may or maynot work... Covering the area with a large func_mortar_field, for instance, might work. Maybe... Possibly... There are others you could try. You could also just teleport them to some sort of "you died you f00" box. ;)



Cannons would be made with func_tankmortar and a model, but I've no clue if it would work or not.



Some events, I notice, will damage players, but not imediately. For instance, spawning a Barney or Hgrunt next to a player will cause said monster to attack the player, but the damage the MS character takes wont be registered until several seconds later. In addition, death doesn't work quite right - tends to just freeze the MS player in place.

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J-M v2.5.5

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Thothie said:
You could also just teleport them to some sort of "you died you f00" box. :wink:



OMFG genius!

Here's what you should do, Rhodeder:

Make a huge box somewhere in your map that's filled with func_water (with the lava texture). Texture the box with "BLACK" and set the texture scale to 100 x 100. It won't lag up your map and because of the huge explosion flash people won't see the black texture.



Also be sure to include the explosion sound in this box too.



How to get people in the box? Make a huge trigger_teleport and put alot of info_teleport_destination in the box. Trigger the teleport to activate when the explosion flash comes and disable it when the flash has ended.



You might need to make the flash a few seconds longer so everybody dies completely (including players with high HP) in the flash.
 

Bobster1234

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Actually the func_water idea would work. Since actually func_water works like a door, as you can see as you play threw half-life there is that rising water effect, this is how they did it.



You first want to make the water in the area that you want it to rise up too, then you want to go into flags, and check "start open" this will then set it so the water will be under the map and you won't see it, setting a lip (negative?) lip will help you hide the water more. Then after you've done that you set the speed to 9999 ,of course the damage set to 99999 also, set the angle to "down" and set the "wait" (delay before close) to like 0 or something real quick. Lastly slap a targetname on it and ta'da! Now is all that is left to do is tie that button to a multi_manager to do all the env_fade and shit then you have yourself a working crossfire effect!
 

Cyax

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J-M v2.5.5 said:
Cyax found a workaround for this. It seems lava (func_water with a lava texture) hurts. So if you make a very small, thin lava brush, rendered invisible, the player

- Won't appear to be swimming

- Won't see the lava

- Will get hurt



But seeing as how this is crossfire, you need a brush that covers the entire map. And func_water can't be enabled and disabled. And since it needs to cover the entire map it'll seem as if you're swimming. And the no enabling and no disabling thing will kill everybody the whole time.



So I think making a crossfire conversion won't work.



Note that the lava texture does nothing in this matter. Just go to damage on touch or whatever, a field for func_water and it will ask slime, lava, and something else... The slime and lava hurts, so choose either or.
 

Rhodeder

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sry about the pause on the map making! i just got to figure out how to edit the hlrad program so that i can build the textures into the bsp file so you guys wont have to put up with downloading a wad whenever you want to download the map. Also i want to edit it so the max texture alocation size isnt just 4.5megs.
 

Thothie

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add "-nowadtextures" to the HLCSG command line.



Messing with the max texture size can cause issues, and shouldn't be necessary, but can be done on all of zoner's tools with the -texdata #### option. (number is in Kb)



MS seems to have more textures in its wads than any mod I've seen. I'm surprised anyone actually needs more textures. ;) I mean, I even see some Hexen, Heritic, Serious Sam, and Doom (lol) textures are in there.

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Rhodeder

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yeah but im not to favorable of textures that are 64x64 pixels in size i want textures that are 512x512 or 256x256. thanks for the info tho! ill try it out.
 

Witness of God

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Textures can still be good at low res just limits to how much can be shown in the textures to variation. Like a stone wall can be one block but with high res it can be a variation of blocks.



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Thothie

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Textures that large are only good for large walls though. Placing textures that large on small or complex brushes will cause issues. Still, yeah, it's good to have a few large textures for those massive brushes - but most of the time your walls aren't going to be 512 accross. Unless you're just making huge out-doorsie maps.

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Rhodeder

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This is what i did which was definetly wrong.



texdata.gif
 

Thothie

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lol, what is that monster, an avatar with a whole music video? ;)



Not to mention full page screen shots should be linked FFS.



I've no idea why you are playing with the max texture size though, surely you haven't exceeded it on a map the size of crossfire?

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