Re: Nuke Launching
Posted by TealSlut on
Thu Apr 15th 2004 at 9:43am
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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
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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 Cash Car Star on
Thu Apr 15th 2004 at 11:25am
Posted
2004-04-15 11:25am
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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
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May 29th 2003
Occupation: Pupil
Location: England, Leeds
People told me not to do it so i didn't. :razz:
Re: Nuke Launching
Posted by JFry on
Thu Apr 15th 2004 at 7:39pm
JFry
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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 Cash Car Star on
Thu Apr 15th 2004 at 10:04pm
Posted
2004-04-15 10:04pm
1260 posts
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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
Posted
2004-04-15 10:31pm
1569 posts
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Registered:
Dec 1st 2002
Location: Vancouver, BC, Canada
Start small, build your way to understanding it.
Re: Nuke Launching
Posted by Andrei on
Fri Apr 16th 2004 at 8:21am
Andrei
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Sep 15th 2003
Location: Bucharest, Romania
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 Leperous on
Fri Apr 16th 2004 at 9:56am
Leperous
Creator of SnarkPit!
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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
Posted
2004-04-16 11:53am
28 posts
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May 29th 2003
Occupation: Pupil
Location: England, Leeds
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 Sim on
Sat Apr 17th 2004 at 10:38am
Posted
2004-04-17 10:38am
Sim
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Sep 30th 2002
Occupation: Student
Location: UK
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.