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Thread: [WIP] Golfech Nuclear plant

  1. #21

    Re: [WIP] Golfech Nuclear plant

    Hi there !

    Can someone give me a link for a good explain of all commands and declarations for scripting your map ?

    How do we make a bumper on ETQW ? I can't found a trigger_push into the worldeditor OO
    I want to make a constructible bumper for stroggs.

    some screenines of the progress :

    https://dl.dropboxusercontent.com/u/.../shot00155.jpg
    https://dl.dropboxusercontent.com/u/.../shot00156.jpg
    https://dl.dropboxusercontent.com/u/.../shot00158.jpg
    https://dl.dropboxusercontent.com/u/.../shot00159.jpg
    https://dl.dropboxusercontent.com/u/.../shot00160.jpg
    https://dl.dropboxusercontent.com/u/.../shot00161.jpg
    https://dl.dropboxusercontent.com/u/.../shot00163.jpg
    https://dl.dropboxusercontent.com/u/.../shot00164.jpg
    Last edited by here; 10th Jun 2015 at 09:34.
    See my others works on my website
    Http://www.hereticmanse.com

  2. #22

    Re: [WIP] Golfech Nuclear plant

    Quote Originally Posted by here View Post
    Hi there !

    Can someone give me a link for a good explain of all commands and declarations for scripting your map ?

    How do we make a bumper on ETQW ? I can't found a trigger_push into the worldeditor OO
    I want to make a constructible bumper for stroggs.

    some screenines of the progress :

    https://dl.dropboxusercontent.com/u/.../shot00155.jpg
    https://dl.dropboxusercontent.com/u/.../shot00156.jpg
    https://dl.dropboxusercontent.com/u/.../shot00158.jpg
    https://dl.dropboxusercontent.com/u/.../shot00159.jpg
    https://dl.dropboxusercontent.com/u/.../shot00160.jpg
    https://dl.dropboxusercontent.com/u/.../shot00161.jpg
    https://dl.dropboxusercontent.com/u/.../shot00163.jpg
    https://dl.dropboxusercontent.com/u/.../shot00164.jpg
    I'm sure that Assassin will be willing to help you once he comes back (he is currently on a cruise), I think he was looking into scripting not long ag, so he might have some of the responses you are looking for. His cruise would max take 2 weeks I heard.

    EDIT: And map looks great btw. Will you have objectives or will it be another kind of map?

  3. #23

    Re: [WIP] Golfech Nuclear plant

    Hi! If you are just trying to make a constructible objective then that's easy and I can help you with it. If you are trying to make it so once it is constructed the bumpers can push you away from it, then that's a lot more difficult and I don't think I can help much. Looking forward to hearing from you.

    ~Assassin4004

  4. #24

    Re: [WIP] Golfech Nuclear plant

    Thanks for replies

    That's exactly the second choice, and the most difficult.
    I want to make a constructible/destructible bumper for stroggs

    I also need to know how to set up my map script.

    A simple question how do you make a bumper like slipgate (on q3 there was a trigger_puch and a null_target) ?
    But no trigger_push here OO
    Last edited by here; 24th Jun 2015 at 22:24.
    See my others works on my website
    Http://www.hereticmanse.com

  5. #25

    Re: [WIP] Golfech Nuclear plant

    Looking forward to play! Maybe i should take some time soon to create a custom campaign with only new/latest maps for our Pubic Custom server.

  6. #26

    Re: [WIP] Golfech Nuclear plant

    Yeah I don't think there are any trigger_push entities. You'd probably have to create your own entity in scripting to do that. What do you mean by..."bumper like slipgate"? Like just something where you bump into it, it pushes you away? You could try using slanted jump-pads if that was the case.

    ~Assassin4004

  7. #27

    Re: [WIP] Golfech Nuclear plant

    I think he means jumper? Slipgate doesn't bump afaik; strogg go through and gdf just die

  8. #28

    Re: [WIP] Golfech Nuclear plant

    I was meaning the bumper into the core on slipgate

    https://dl.dropboxusercontent.com/u/.../shot00001.jpg

    humans and stroggs can use it. It's just pushing you up.

    thanks
    See my others works on my website
    Http://www.hereticmanse.com

  9. #29

    Re: [WIP] Golfech Nuclear plant

    Thanks Crytiqal and here for clarifying that you meant jump pads. I have a tutorial that I wrote on them but I don't have the hard drive with me right now, I'll have it sometime tomorrow and can send you the info. Jump pads also work on vehicles, unless you block vehicles from using it via a different entity/material. Happy map-making!

    ~Assassin4004

  10. #30

    Re: [WIP] Golfech Nuclear plant

    Hey here, I just sent an email with instructions I wrote on how to do jumppads. Please do not distribute my personal email to anyone. I sent an email to you so you may contact me with map making problems, but I still strongly recommend posting your problems on this site so others experiencing the same problems can be helped as well.

    This tutorial only shows how to set up a jumppad. No map scripting is needed for a normal jumppad. Please finish this tutorial first and I can then guide you with making the jumppad a constructible objective/mission. Please let me know when you successfully completed my tutorial and have compiled your map where your jumppad works correctly!

    For others that wish to learn how to do Jumppads I have attached a zip file containing a Jumppads.html document I wrote that can be opened in an internet browser. Please give credit where credit is due please. I have spent a lot of time creating many tutorials including this one. I plan on eventually releasing its entire contents to everyone when I get more tutorials accomplished. If anyone using any of my tutorials finds any errors or would like further clarification please let me know. Please don't attempt adjusting the html file itself because it's my work.

    Jumppads.zip

  11. #31

  12. #32

    Re: [WIP] Golfech Nuclear plant

    Looking good! The mapscript is a little bit overwhelming at first, but you can do it! When doing a mapscript, a generic mapscript with no objectives should be made first to make sure the script is working properly. After the generic mapscript is working, add generic functions for the objectives. After the generic functions for the objectives have been added, I suggest adding objectives one by one, checking that each objective works before moving on and adding another objective. Also, which types of objectives will you be having in your map? Each objective is scripted differently in the mapscript. I have not finished all the tutorials for the objectives yet, but hopefully will soon.

    I have attached all the tutorials I wrote to implement mapscripting so others may use it. Again, this is my work so please don't change anything. If you find any errors or want further clarification let me know. I suggest completing the tutorials in the following order:

    First-------------------------------------------------------------------------------------------------------------------------------> Last
    Creating the mapname.md, map.script, mapname.script, Expanding mapname.script: Objectives

    Mapscripting.zip

    Happy ETQW mapmaking!

    p.s. The guys in TAW would love to try out your map when it is complete! We have many people who play ETQW and you're always welcome to join us.

    ~Assassin4004

  13. #33

    Re: [WIP] Golfech Nuclear plant

    Yep, I would definitely like to try it out on the TAW EU side once it's ready (If I remember right...you are EU right here?)

    Once this map is done, Assassins is done, and Chris's new map is done, we will have a new campaign

  14. #34

    Re: [WIP] Golfech Nuclear plant

    Lets call it the ETQW2 campaign

  15. #35

    Re: [WIP] Golfech Nuclear plant

    Well, thanks. I've got some work
    Yep I'm french.
    Could be fun to play with real players. Most of filled servers are full of bots
    And I still have some troubles with PB, I didn't solve it atm.

    I notice with the lod there is a fading transition, how to disable it ?
    https://dl.dropboxusercontent.com/u/.../shot00017.jpg
    Last edited by here; 22nd Jul 2015 at 09:33.
    See my others works on my website
    Http://www.hereticmanse.com

  16. #36

    Re: [WIP] Golfech Nuclear plant

    I used to have problems with PB, but people in TAW helped me through it...unfortunately I don't remember what they had me do. Chronicler would probably be the best person to ask and if he doesn't know he willl be able to point you in the right direction.

    I don't know how to fix your lod fading transition. You may have to increase the threshold value. There's a lot of commands in ETQW...try typing in "r_" and press "Tab" and browse through the various commands. I saw several related to LOD but don't know if that will fix your issues. Chris would probably know a lot more about this and you may want to consider asking him.

    How's the map scripting going? Have my mapscripting tutorials helped?

  17. #37

    Re: [WIP] Golfech Nuclear plant

    I didn't start yet, I think I will finish all props before, It was just an anticipation.
    Thanks for tips, I will try your option for my LOD trouble.

    I'll keep it up !
    See my others works on my website
    Http://www.hereticmanse.com

  18. #38

    Re: [WIP] Golfech Nuclear plant

    Hey here, just have been curious how everything's been going. I was looking at the scripting tutorials that I wrote and sent to you and realized I should have said one more thing. For all of these files/tutorials, whenever you see "mapname" don't forget to replace it with your map's name. This includes file's names and the text within those files. For example: let's say the map's name is called castle. Instead of the file being called "mapname.script", it would be called "castle.script". The text in "castle.script", would also be changed from "mapObject_mapname" to "mapObject_castle".

    I find it easiest to use Ctrl + F to find AND replace all occurences of "mapname" with "castle" or whatever the map's name is. Just don't forget some file names have "mapname" in them and also must be replaced.

    ~Assassin4004

  19. #39

    Re: [WIP] Golfech Nuclear plant

    Any progress on this map?

    Did you ever fix your LOD problem? I only just saw it now, What I do in my maps is make sure the two LOD groups overlap each other slightly when they fade in and out, http://wiki.splashdamage.com/index.php/LOD_Groups explains how it all works, see "visDistFalloffInfo" section,

    The fraction of the distance that the group is blended out. (e.g. if MinVisDist is 0, MaxVisDist is 1024, and visDistFalloffInfo is 0.25, the level will be faded out within 256 units)
    Play around with that figure with the high detail and low detail LOD group. If you look in some of the example map reference files you can see how the stock maps did it. It can be a pain to get right sometimes, a foggy map helps too

    ETQW Mediocre Club

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