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Bogleg

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Everything posted by Bogleg

  1. So the entire idea for this map is in the name - bedlam. I want it to be fast and spooky. I'm playing with fog settings to give it the "fog of battle" effect I'm looking for in game play: I'm curious what people's opinion is on this. I'll probably get rid of the rain if I can find a fog setting that looks natural to me.
  2. A few recent screenshots. I don't normally like rain on maps, but this map is small so I'm in favor of atmosphere that reduces visibility.
  3. Ignore my last e-mail I understand it now. Basically the ceiling is the top of the water, so I made a trigger brush and put it above the water, and made it a trigger.multiple, then gave it a targetname of ceiling. In the script, I need to check that the player is touching the "drown" targetname, but NOT touching the "ceiling" targetname at the same time. The only way they could do that, is if they are under the ceiling brush, and in the water.... duh. So now it works the way it's supposed to. Once I created the trigger brush and gave it a targetname, I just changed this line: self.ceiling = getent(self.target,"targetname"); To this: self.ceiling = getent("ceiling","targetname");
  4. SO I guess my question now is... how do I check to see if the player's head is under water....
  5. Yeah I am wondering if the way they did the ceiling to avoid the "water vision" when your feet are in the water but not your head is the best way to do it. Anyway I took the ceiling references out of the script and it works fine - but the caveat is that if your feet are in ankle deep water you are drowning. I'm considering just moving the trigger brushes so they are deeper in the water instead of right at the surface... of course this then brings up the issue of people crouching on the edges. But you can't shoot through my water, so maybe it will be okay. I'll test it out.
  6. Yeah that's exactly the script above.... I am pretty sure I did everything in the map correctly. My trigger is a trigger.multiple with the targetname set to "drown."
  7. This is the script I am using: main() { precacheShader("white"); level.drown_barsize = 288; level.drown_time = 8; level.drown_hurttime = 6; drownage = getentarray("drown","targetname"); for(d=0;d<drownage.size;d++) drownage[d] thread water(); } water() { self.ceiling = getent(self.target,"targetname"); while(1) { self waittill("trigger", player); if(player.sessionstate == "playing" && !player isTouching(self.ceiling) && !isDefined(player.drowning)) player thread drown(self); } } drown(trigger) { self endon("disconnect"); self.drowning = true; wait 0.15; water_vision = newClientHudElem(self); water_vision.x = 0; water_vision.y = 0; water_vision.alignX = "left"; water_vision.alignY = "top"; water_vision.horzAlign = "fullscreen"; water_vision.vertAlign = "fullscreen"; water_vision.sort = 0; water_vision.alpha = 0.75; water_vision.color = (0.16, 0.38, 0.5); water_vision setshader ("white", 640, 480); drown_bar_back = newClientHudElem(self); drown_bar_back.x = 320; drown_bar_back.y = 385; drown_bar_back.alignX = "center"; drown_bar_back.alignY = "middle"; drown_bar_back.alpha = 0.5; drown_bar_back.sort = 1; drown_bar_back.color = (0,0,0); drown_bar_back setShader("white", (level.drown_barsize + 4), 14); drown_bar = newClientHudElem(self); drown_bar.x = (320 - (level.drown_barsize / 2)); drown_bar.y = 385; drown_bar.alignX = "left"; drown_bar.alignY = "middle"; drown_bar.alpha = 1; drown_bar.sort = 2; drown_bar.color = (1,1,1); drown_bar setShader("white", 1, ; drown_bar scaleOverTime(level.drown_time, level.drown_barsize, ; underwatertime = 0; damagetime = 0; while(self.sessionstate == "playing" && self isTouching(trigger) && !self isTouching(trigger.ceiling) && underwatertime < level.drown_time) { wait 0.05; underwatertime += 0.05; damagetime++; if(underwatertime >= level.drown_hurttime && damagetime >= 4) { radiusDamage(self.origin,9,1,1); damagetime = 0; } } if(self.sessionstate == "playing" && underwatertime >= level.drown_time) // Been underwater for too long { water_vision destroy(); radiusDamage(self.origin,22, 3000, 3000); deathmethod[0] = " made a hole in the water and lay down quietly to rest forever."; deathmethod[1] = " paid a long lasting visit to Davy Jones's Locker."; deathmethod[2] = " went diving without breathing apparatus."; deathmethod[3] = " swam like a brick."; iPrintln(self.name + deathmethod[randomInt(deathmethod.size)]); } else if(self.sessionstate == "playing" && underwatertime < level.drown_time) // Came up for air { water_vision.alpha = 0.5; water_vision fadeOverTime(3); water_vision.alpha = 0; water_vision thread destroyaftertime(self); } else // Died or went to spectators while underwater water_vision destroy(); drown_bar_back destroy(); drown_bar destroy(); self.drowning = undefined; } destroyaftertime(player) { player endon("disconnect"); wait 3; self destroy(); } When I load the map I get this error: "cannot cast undefined to string: (file 'maps/mp/mp_xi_bedlam_drown.gsc', line 15) self.ceiling = getent(self.target,"targetname"); ...
  8. Anyone have a working COD4 example of a drowning script for water? I could only find one tut online, and it's for COD2. It looks like it MOSTLY works, but I have some non-starter bugs I don't feel like figuring out how to fix (it would involve me actually learning how to script instead of just hacking up other people's scripts. ). I know I had this working once before but have lost that data.
  9. What does ready for testing mean? You have a minimap, load screen, etc?
  10. I'm thinking columns of smoke (maybe just one big column) to obscure the view some. I am working on tunnels (I kind of hate them). I have water issues to work around where tunnels are concerned. The way it's looking right now, some tunnels will be under water.
  11. Isn't that the damn truth.
  12. I'm designing this as a smaller, faster map. Not a lot of hiding places right now... need to add something organic to provide more cover and concealment options. Oh yeah... I scripted random mortar strikes in this one.
  13. Stupid thing isn't letting me post an image. Grr.
  14. I was able to recover the map files off of my old hard drive, so I have a bunch of maps I was in various stages of completing that I can work on again. This is a screen shot of the next one I hope to release. I have most of the major architectural stuff done. Now it's all detail, detail, and more detail to work on.
  15. Jumping harks back to the early days of XI gaming style with COD CTF. The MW Ftag server is perfect as is. We ALL have something to bitch about as Icecream said. We have the ideal balance right now.
  16. !fu - go by a vowel.
  17. Congrats man! That's an awesome accomplishment that flies in the face of where/how far too many people go with their marriages these days - myself included.
  18. Especially around my head.
  19. Yes. It has been asked before. And if he is hacking, he should try and get better at it.
  20. It's something everyone should be doing. The fact that you aren't doing is an indictment on you, not on Larsin.
  21. So bad. So, so bad.
  22. !fu Mule! You day drinking already?
  23. http://modsonline.com/Forums-top-76566.html
  24. I also will apologize for taking a contrary and somewhat antagonistic tone. I guess the stated "reason" hit a nerve. I am sorry that I got too vociferous about this issue.
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