-
Posts
568 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Posts posted by MoonDog
-
-
I always hated the bowcaster in JK2/JKA. I hate how it charges and shoots the 3 bullets. I always would use alt fire.
Would you find the charged shot more valuable if each of the shots it sprays in a row were linked with a line of crackling green energy, that when it hits an enemy does less less damage, but immobilizes or slows them down? Sort of like a closeline effect?
Little things like that can turn an almost useless feature into one to consider using to your advantage.
eezstreet, Circa, katanamaru and 2 others like this -
I'd say test it out, but I feel that the bowcaster has always been way too overpowered. Perhaps if you slowed the fire rate and decreased the ammo via the weapons.dat, it may help, but I'd just not include it in the first level.
Again though, taking action to adjust mechanics which haven't been tested is a messy way to balance a level. You never ever want to do that. If the weapon creates too much of an advantage, there are a plethora of other easier things to change first. Which will lead to better, emergent gameplay.
therfiles likes this -
You only need one plane of the brush in order to fulfill the function of an area portal. Skip suffices for the other planes. Thickness of the brush is entirely irrelevant, as long as the plane is within the func_door affecting it.
If you have problems with vis later, odd behaving area portals, errors etc.... it's best to start with best practices to eliminate the amount of troubleshooting you have to do later on.
-
That question would be much better asked following playtesting with a few people. If you want to keep the bowcaster in, it's a simple matter of iterating on the combat spaces and NPC's until it feels right. People aren't going to necessarily NOT play something because its too easy.
-
The hint plane creates a split. You use them to control awkward splits from structural brushes, creating cleaner portal scheming, or for creating a new split in conjunction with structural brushes to reduce the PVS where it wouldn't usually happen naturally from the current structural hull in a section.
-
-
How many times do you want them to flip back down after being shot? Do you want the range to be resettable at any point in time?
Doing what you are asking in itself is simple, but adding in diversity and accounting for player choice complicates the matter a bit.
-
I don't have any questions. Your maps are some of the funnest I've played from the modding community. Why question that? Just let it happen.
-
Wow. The man, the legend.
eezstreet, Onysfx, Xarav Matoa and 1 other like this -
Use parameters or a global variable to track its location. Trying to do checks based on vectors in Icarus is a waste of time.
eezstreet likes this -
Hi. I had a multi level callable elevator in my ffa3 plugin, and I dug out the scripts. You'll have to look at them and decipher if theres anything of value to you. im extremely inebriated right now, so i find myself unable to explain whats going on. Apparently I split it into multiple scripts and used a global variable with hand imputed vectors and move times.
https://www.dropbox.com/s/bdaebu8q286kkmy/ElevatorFFA3.rar
There go. Let me know if it helps
-
That is not so Moondog. If you have many brushes you are turning into a rotating object, you can't just draw a box around them, select inside turn them into a func_rotating and have them work every time. Radiant may not set the rotating object to rotate around the correct brush. An origin brush isn't automatically set as a brush to rotate on when you are rotating multiple brushes. I have a lot of experience with rotating objects and that strategy works the best for me.
I've made rotating, moving, destructible etc... objects in JKO, JKA, Doom 3, COD4 and ************* and never had to follow any such strange ritual when grouping with an origin brush.
-
I have found I select everything I want to rotate, then I deselect the origin brush and reselect the origin brush then turn the brushes into a func_rotating entity. Doing this will create the entity rotating on the correct origin brush you want to rotate the object on.
That's like untying your shoes to tie them, to untie them again, and then use the velcro straps.
-
Yes.
-
Hm...Should I compile it with -vis? When ever I attempt it it says it cannot find "mapname.prt". I just confused about what I'm doing wrong. It gives me the HOM effect with anything that isn't an ent. I tried a simple mirror and it worked great. It's the cameras that have messed it up...
You probably have a leak in the bsp that is preventing you from saving a prt file.
therfiles likes this -
The irony of those statements is palpable.
-
Well, I know you don't believe in permission for doing or ripping anything so just go for it. I'm sure the staff will allow you to.
-
^^Hexen: Beyond Heretic
-
that music plz no
-
You'll need oxygen and hydrogen atoms plus a burst of energy. You'll probably blow yourself up though.
DT. likes this -
It was a greyish texured, cylinder shaped item that appeared in my map. I didn't look at tris or anything. It looked like a barrel to me. I didn't try any other models.
Hmmm. Well what I ended up doing with a couple lwo's I wanted to work in JKA, was importing them into Blender and rejoining the quads. After that I'd just unwrap the uvs and attempt to use the already completed texture to get them in a good shape.
Once the model was all set, triangulated etc... just use Wonkos plugins to export an md3 or ase. Was able to get a few Doom 3 environment objects to work that way, but turned out to be sort of ugly due to the inability to utilize normal maps and specular maps in JKA as they were in Doom3. The diffuse maps are very flat in Doom 3/Quake 4.
-
I added it to the map and it showed up with no texture in the editor and when compiled, although the model itself showed up no problem in the test map.
Do you mean you see the tris compiled, but having no texture? Meaning a black model or something? You aren't clear.
I tried to get lwo and obj to work before with no success. I just ended up exporting the models in a format that I could import into Blender and then used Mr.Wonko's Blender plugins to export an md3 or ase.
-
Also, mine says "GTK" Radiant when it starts up. If I see GTK, I know what it is, even if the generic program name for idtech3 is a radiant level editor
eezstreet likes this -
No need for a crazy amount of entities. If you want to keep it simple, you don't even have to make the script dynamic. You can make it situationally specific, rotating through a series of misc_portal_cameras.
//Generated by BehavEd if ( $get( FLOAT, "SET_PARM1")$, $=$, $0$ ) { set ( /*@SET_TYPES*/ "SET_PARM1", "1" ); affect ( $script_portal_surface$, /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_TARGET", "script_cam1" ); } } else ( ) { if ( $get( FLOAT, "SET_PARM1")$, $=$, $1$ ) { set ( /*@SET_TYPES*/ "SET_PARM1", "2" ); affect ( $script_portal_surface$, /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_TARGET", "script_cam2" ); } } else ( ) { if ( $get( FLOAT, "SET_PARM1")$, $=$, $2$ ) { set ( /*@SET_TYPES*/ "SET_PARM1", "3" ); affect ( $script_portal_surface$, /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_TARGET", "script_cam3" ); } } else ( ) { if ( $get( FLOAT, "SET_PARM1")$, $=$, $3$ ) { set ( /*@SET_TYPES*/ "SET_PARM1", "4" ); affect ( $script_portal_surface$, /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_TARGET", "script_cam4" ); } } else ( ) { if ( $get( FLOAT, "SET_PARM1")$, $=$, $4$ ) { set ( /*@SET_TYPES*/ "SET_PARM1", "0" ); affect ( $script_portal_surface$, /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_TARGET", "script_cam0" ); } } } } } }
therfiles likes this
Trigger field activating what it touches? (Music sequencer thread)
in Coding and Scripts
Posted
This would be so exceedingly easy in COD script using multi dimensional arrays setup to listen for player damage or action keys.