Nuke Launching

Nuke Launching

Re: Nuke Launching Posted by TealSlut on Thu Apr 15th 2004 at 9:43am
TealSlut
28 posts
Posted 2004-04-15 9:43am
TealSlut
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28 posts 3 snarkmarks Registered: May 29th 2003 Occupation: Pupil Location: England, Leeds
I'm making a singl player map and need to fire a nuke for a mission end. I'm using the newest version of the spirit FDG (i think thats how you spell it!). I need scientists like examing the nuke but then you press it and they all run for the doors but they close, they try to exit up a maintenence elevator but are burnt by fires near the top. I don't know seqeunces so please could someone help me out. And does any one know so good textures to use for the walls of nuke silo because i'm rubbish at finding textures.
Re: Nuke Launching Posted by TealSlut on Thu Apr 15th 2004 at 9:45am
TealSlut
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Posted 2004-04-15 9:45am
TealSlut
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oh and how do u make sonething an answerer post. (surronding by Blue or yellow). I'm kinda new.
Re: Nuke Launching Posted by $loth on Thu Apr 15th 2004 at 10:08am
$loth
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Posted 2004-04-15 10:08am
$loth
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Above where it says submit it will say comment on this prob change that in the lil drop down menu to

"this is an answer to the problem"

And thats not how its spelt, its FGD, but i dont know any gd textures, but you could try a search on www.cs-maps.jolt.co.uk and click on other downloads then wads, they have huge variety of custom wads.

btw is that your first double post ? :lol:
Re: Nuke Launching Posted by TealSlut on Thu Apr 15th 2004 at 10:29am
TealSlut
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Posted 2004-04-15 10:29am
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No, i have to always beg for people to answer, or just to get it to the top! :lol:
Re: Nuke Launching Posted by Cash Car Star on Thu Apr 15th 2004 at 11:25am
Cash Car Star
1260 posts
Posted 2004-04-15 11:25am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
Already gave up on the CS boat map? Frankly, I think people are less likely to help people that tend to not make use of the info passed along. Someone who asks how to do some bizarre complex entity trick and then produces a map using such a thing does not seem like a waste of time. Whereas, if the mapper posing the question seems to hop in and out of mapping with varying degrees of interest, switching mapping projects like underwear, then there's no real incentive to helping the guy out because you know it's not gonna get used.

There's a mapper on the S&I forums, good guy, uses the alias Electric Gerbil. He's not really all that focused on mapping. About every three months, he comes to the forums with some grand ideas for a new map that would require complex new entites be coded. He hasn't finished a full map yet. At this point, he's unfortunately pretty much ignored. Are his ideas bad? No. But his commitment isn't there and as such it's just not viable spending time researching entities to create a good response to his questions/entity requests. And, you may not know this, but oftentimes I will spend a good bit of time reading entity documents on valve-erc or whatever to be fully informed when I respond to an entity question. For example, my response to the laser-guided air-strike took no small amount of time.

Why did I write this? I don't know. I helped you out with your last few questions, and now I see you've already moved on. You were already on my "watch out this guy never completes anything" list and I'm afraid the name is now highlighted.
Re: Nuke Launching Posted by TealSlut on Thu Apr 15th 2004 at 1:57pm
TealSlut
28 posts
Posted 2004-04-15 1:57pm
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People told me not to do it so i didn't. :razz:
Re: Nuke Launching Posted by Kage_Prototype on Thu Apr 15th 2004 at 5:34pm
Kage_Prototype
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Posted 2004-04-15 5:34pm
1248 posts 165 snarkmarks Registered: Dec 10th 2003 Occupation: Student Location: Manchester UK
Cash Car Star, you're being a bit presumptuous, as well as harsh. You're assuming that he started the map and got bored of it, and now wants to do something else (which is hardly a bad thing, yet you attack him because of it). As far as you know, he might have realised the limitations of the HL engine and gone for something it can handle (such as this). And so what if he did give up on the last one? It wasn't exactly the easiest proposition for a counter strike map. I doubt a lot of people new to mapping would peserve on something like that. The guy is obviously still learning, so why don't you lose the holier than thou attitude and help him out, or not say anything?

TealSlut, I'd suggest you start with something a little more basic, and then work your way up the ladder. Going straight into complex scripted sequences like this right from the start is a bad choice. Try doing some more stuff like explosions, alarms etc, things that require less entity work. Here's a tutorial on how it's done.
Re: Nuke Launching Posted by matt on Thu Apr 15th 2004 at 6:15pm
matt
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Posted 2004-04-15 6:15pm
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TealSlut said:
I'm making a singl player map and need to fire a nuke for a mission end. I'm using the newest version of the spirit FDG (i think thats how you spell it!). I need scientists like examing the nuke but then you press it and they all run for the doors but they close, they try to exit up a maintenence elevator but are burnt by fires near the top. I don't know seqeunces so please could someone help me out. And does any one know so good textures to use for the walls of nuke silo because i'm rubbish at finding textures.
Teal, do you remember that mod we were going to make? Yes me too. And the FarCry rip off? And this post. Look, I'm not trying to put you off, but you really need to start with something alot simplier. Like CCS said, try and finish one whole map before going onto the next, and try to be more realistic. We're not trying to disuade you from mapping, but the proverb "Don't run before you can walk" comes to mind, ok?
Re: Nuke Launching Posted by JFry on Thu Apr 15th 2004 at 7:39pm
JFry
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Posted 2004-04-15 7:39pm
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I'll tend to agree about working your way up and if you've never worked with multimanagers before then this is prolly a bit complex. But if you have then it shouldn't be TOO hard. You'll want the button to trigger a multimanager. I'll try to give examples of what it could look like.

.1 Alarm (ambient_generic)

.1 Flashing Lights (light)

.5 "Confusion" (scripted sentences)

1 Doors (func_door)*

3 "Running Towards doors" (scripted sequences)*

4 Random explosions (env_explosion)

7 "Get in the Elevator" (scripted sequences)*

10 Elevator goes up (func_door)*

12 Explosion at top of elevator (env_explosion)

12 Burning at top (trigger_hurt)*

Of course your times may vary depending on the placement of things. I've marked the ones that are required with asterix. Also I'm not 100% sure if you can target a trigger_hurt or not but if not just have it placed outside the mm. Hope this helps.
Re: Nuke Launching Posted by omegaslayer on Thu Apr 15th 2004 at 8:12pm
omegaslayer
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Posted 2004-04-15 8:12pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
TealSlut said:
I'm kinda new.
Thats obvious since you made a post for what entities to use, which is okay. Just follow what JFry said, that setup would work. Hopefuly this will get you accustomed to how the HL entities work, and you don't need spirit to run this setup, just regular HL.
Re: Nuke Launching Posted by Cash Car Star on Thu Apr 15th 2004 at 10:04pm
Cash Car Star
1260 posts
Posted 2004-04-15 10:04pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
Call me presumptuous, call me what you will, but I've seen a lot of people like Tealslut come and go through mapping forums, Snarkpit and elsewhere. To me, questions such as this that come inches from saying, "This is what I want in a map, make it for me" are really insulting to the rest of the editing community. It's been about four years in the making and now I've finally written a post about it.
Re: Nuke Launching Posted by Gorbachev on Thu Apr 15th 2004 at 10:31pm
Gorbachev
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Posted 2004-04-15 10:31pm
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Start small, build your way to understanding it.
Re: Nuke Launching Posted by beer hunter on Fri Apr 16th 2004 at 1:32am
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Posted 2004-04-16 1:32am
281 posts 602 snarkmarks Registered: Jul 6th 2003 Occupation: Beer taster Location: The Pub
And so what if he did give up on the last one? It wasn't exactly the easiest proposition for a counter strike map
CS sea maps are basically just killboxes, it would prolly have been easier to do and needed fewer entities than what he's proposing here.

anyway, i suppose he could use Spirits func_launch_nuke entity, maybe that'll work.
Re: Nuke Launching Posted by wil5on on Fri Apr 16th 2004 at 2:27am
wil5on
1733 posts
Posted 2004-04-16 2:27am
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beer hunter said:
anyway, i suppose he could use Spirits func_launch_nuke entity
:lol:
Re: Nuke Launching Posted by Andrei on Fri Apr 16th 2004 at 8:21am
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Posted 2004-04-16 8:21am
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You can make the nuke a func_tracktrain and add a flame sprite to the rear and set its movewith the trains targetname. Then use some scripted sequences - one near the nuke (the sci thats examining the rocket) and one beyond the door, that points out where the sci will run at the launch and the animation will be what he'll do when hes there (most probably die) .Its going to be a very flooded multi_manager :smile: .
Re: Nuke Launching Posted by esechre on Fri Apr 16th 2004 at 9:42am
esechre
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Posted 2004-04-16 9:42am
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i really suggest you do alot of scripting tutorials before you start coming up with your own. Go to www.vlatitude.com they have a great series of tutorials taking you through scripting and triggering from easy to complex and really helps you to understand the triggering and entity system that HL uses for scripting.

I see where youre coming from CCS, but that was a bit harsh, people new to mapping wouldnt understand why it would be frustrating for you, because they dont know how hard these things they want to do are. Pointing them to places where they can learn for themselves is more helpful :smile:

-BB
Re: Nuke Launching Posted by Leperous on Fri Apr 16th 2004 at 9:56am
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Posted 2004-04-16 9:56am
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backs CCS and puts on Vietnam-war-voice you think you've seen this happen a few times?! If you'd seen what I'd seen you'd have lost the will to live 10 times over! :argh:
Re: Nuke Launching Posted by TealSlut on Fri Apr 16th 2004 at 11:53am
TealSlut
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Posted 2004-04-16 11:53am
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That website is down cos the webby is "cannot be found" anyone know where there are any other tuts on air_scripted sequence. Just to say, i'm fascinated with making lifts there so fun. Oh and i'm to deep in this map cos i've made a lift (of COUSRE!) and hall-ways and stuff and it looks like a map i'm actually might finish. :eek: :shocked: :eek:
Re: Nuke Launching Posted by JFry on Fri Apr 16th 2004 at 4:53pm
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Posted 2004-04-16 4:53pm
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http://www.karljones.com/halflife/almanac.asp just in case you don't know about it this is prolly the best resource out there.
Re: Nuke Launching Posted by Cash Car Star on Fri Apr 16th 2004 at 5:31pm
Cash Car Star
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Posted 2004-04-16 5:31pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
As his #67 indicates, TealSlut is not visiting Snarkpit for his first time here. From December. Just evidence against the assertation that I said these things to Johnny Q. Newbie.
Re: Nuke Launching Posted by Tracer Bullet on Sat Apr 17th 2004 at 12:11am
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Posted 2004-04-17 12:11am
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I agree with Cash.
Re: Nuke Launching Posted by Sim on Sat Apr 17th 2004 at 10:38am
Sim
257 posts
Posted 2004-04-17 10:38am
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Actually on the old SP too, before december.

Anyway Teal, don't think "How can my map work in Half-Life?" Think, "How can I use Half-Life to make a map". Meaning, take a look at the entities and limitations of VHE/Worldcraft. There are some really interesting effects you can make that are surprisingly simple to make. Once you've learned all (or most) of the entities, you'll know what can be done and what can't. And the questions you'll post will probably end up being mapping questions, things that you're stumped on when you're working on the map. If you can't think of how to do something, you sure can't do it.
Re: Nuke Launching Posted by wil5on on Sat Apr 17th 2004 at 1:58pm
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Posted 2004-04-17 1:58pm
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Sim said:
There are some really interesting effects you can make that are surprisingly simple to make.
*cough*Big Scientists*cough*