[WIP] my island(?) maps name pending

Oedipus

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Well i've got quite far into the start of my first map which will be based in the same general area of the realm of daragoth prehaps just across a small sea or something simmilar, i still need an idea for a name for the areas and i have a few problems but i wont post them up here 'till i am truley stuck.

So first off a backgound this area is accessable by a small cove and is the home to a small keep and a farming comunity, there is also some odd ruins and a temple to Pathos, you start at the bay and venture inwards from there. I am still stumped on the name of the keep and or the surrounding area so any idea would be nice.

Will post some pics if i get round to it sooner or later but i knw quite a few ppl have seen bits of it in the works anyway :) updates soon.
 

Jax

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I like that idea man, but I can't suggest much, though I can say a good place that would be is where the ship goes from the Deralia port. So probably you'll have that same ship there :D If this one isn't closed off from the world, you should put in a port. With pirates, of course, cuz they rock.

Goody, then, if you throw in a few orcs, along with the players and pirates, you'll have Pirates, Vikings, and Knights! :oldlol:

Aaactually, ripping PVK maps dont seem such a bad idea, they've got loads of towns, islands, and waterways and stuff, but I'd like to see how this one goes.
 

Oedipus

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Yeah i did try getting ahold of that ship but ewok seems to not like me :p .
Anyway i do have a problem i would like to add some corpses of npc modles, i have gone through countless "sequences" on the modles but all i have been able to do is have them constantall dieing, not ideal , so is there a way to make them dead constantally or some way to cycle through the frames to make them just stay dead on a death animation?
 

Crow

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YOU DONT GOT TIME TO MAKE A PROFILE
You could just put a bunch of npcs wherever and have them all surrounded by trigger hurts that trigger at the start of the map so they all die. Of course, it would be weird hearing a bunch of scientists dieing at the startup of your map :D
 

Thothie

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Yeah i did try getting ahold of that ship but ewok seems to not like me :p .
Anyway i do have a problem i would like to add some corpses of npc modles, i have gone through countless "sequences" on the modles but all i have been able to do is have them constantall dieing, not ideal , so is there a way to make them dead constantally or some way to cycle through the frames to make them just stay dead on a death animation?

Should be able to do that by playing with env_model. Frame rate of zero should freeze it, I think (not experimented much yet).

One issue I've come accross, is unlike the Spirit of Half-life version, you can't use env_render on an env_model though, which is one of two things killing my shrinkspell idea (the other being in-house rain.) As a result, there's no way to make an env_model appear, vanish, and appear again that I can figure.
 

Oedipus

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I got env render to do the job, started model rendered at 0 and had a trigger to make it 200 and addative , a ghost you see, if you needed to wory about the clip of it could you have it unclipped and add a func_wall_toggle with the clip texture to make them impassable? just a guess :)

:Additional:

Is it just me or do all the mstrig_multi 's wipe themselves evry few mins ,
my spawn and txt triggers are falling apart is getting quite anoying rewriteing them all evry time and if i leave it to the end i'm sure i will get confused with the eirly ones . *sigh* also npc's like to reset their directions (y/p/r i forget).
 

Thothie

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You got env_render to affect env_model? :oldshock: I'll have to experiment with that some more... Wouldn't work when I tried it on WW3d (I had a fancy teleporter exit model - had to switch it for sprite, as env_render wouldn't 'turn off' the model).

mstrig_relay's first flag is "remove when fire" I think. So if you have that flag checked, it will kill itself when it fires. I've not played with mstrig_multi but it may have a similar flag.

I've been putitng together a tutorial map that has, well, just about every entity in the game, and it has a series of mstrig_relays making some random flame effects via looping multimanager, and they seem to go on forever. Worst case scenerio, if mtrig_multi is actually bugged - you can maybe combine mstrig_relay and a trigger_multiple for the same effect.

Game_text in MSC doesn't quite seem to work like most game's game text. (You can't use \n or line breaks, or whatnot) - It maybe an older version was ported to the code. If that is the txt bug that you are speaking of.

Some NPC's seem to have the direction they are facing fixed in their scripts - this should be undone.
 

Oedipus

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I have managed to get the text's working ok "\n" works for me :) , the acctuall commands i unsmartedit into the multi's just dissapear so after i type in
command1 . 0
command2 . 6
and so on later they are no there usually after a reload or a compile
And now my main char is gone so i cant even test half of it :D lol
 

Thothie

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Why is everything working better for you? *sigh* - I've still not had the chance to play with env_model some more yet, but it would be rather critical to one of the projects I had in mind.

Firing the same trigger repeatedly with multi_manager format is (in this instance, we'll call it gong, assuming we're ringing a gong 4 times, once ever two seconds):

Code:
"gong#1" "1"
"gong#2" "3"
"gong#3" "5"
"gong#4" "7"
"targetname" "fourgongs"
"classname" "multi_manager"

Note that, Hammer, being the silly thing that it is, may rearrange those into an alphabetical order that places them out of sequence. This is fine, so long as they trigger at the proper times. So even:

Code:
"gong#2" "3"
"gong#4" "7"
"gong#3" "5"
"gong#1" "1"
"targetname" "fourgongs"
"classname" "multi_manager"

...works just as well.

Note: having uppper/lowercase in your targetnames doesn't work right with multi_manager - so try to keep them all one or the other.
 

Oedipus

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I did manage to find out that it was when i checked for errors and "fix'd all of type" on missing key values , although i did kill all the otehr bugs with your method so big thank you! Ur ace
 
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