Posted
2004-11-08 10:31pm
1309 posts
329 snarkmarks
Registered:
Feb 12th 2002
Occupation: Student
Location: West Coast, USA
Uhh, yeah. Most of the time you'll just want a trigger_once to trigger a trigger_autosave. Pretty simple usage... Or is it? :smile:
Placement is crucial. It's best to play through your map and see which
sequences are most troublesome. You don't want too many autosaves
littering the map, but not too few either. It should also be noted that
many players simply elect to quick-save constantly, effectively
negating the effort and time you put into this feature. Oh well! :biggrin:
Re: Autosave?
Posted by scary_jeff on
Tue Nov 9th 2004 at 12:14am
Posted
2004-11-09 12:14am
1614 posts
191 snarkmarks
Registered:
Aug 22nd 2001
Also, you need to make sure that the save points are not in a place where the player can get killed at that exact point. A lof of mods I have played have autosaves in an area with falling blocks or something, so it is possible to have an autosave where you cannot avoid getting crushed the moment the save loads.
Similarly, you don't want a save point where it is possible that the player is surrouned by loads of enemies, for the same reason. Easy ways to stop monsters following the player somewhere include ladders, water*, something you have to jump up, something you have to jump over, etc.
*having said that, the big fish thing is able to climb out of the water and go where it likes if you tease it enough :smile:
Re: Autosave?
Posted by fishy on
Tue Nov 9th 2004 at 3:08pm
fishy
member
2623 posts
1476 snarkmarks
Registered:
Sep 7th 2003
Location: glasgow
It's not only mods that use them in bad places. The last time I tried to run through HL, I was auto saved with 12 health, and with a sniper pointing at my back. Like Gwil says, very annoying when you have no other saves.