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Super Smash Bros. Map - New Info and Screens

06-23-2003, 04:41 PM#46
Trigger|This
Or if you dont wanna skin just chang the color vertex...
06-23-2003, 06:50 PM#47
l)ark_Link
This is cool guys....Its really cool...Thanks for the steam tank steam model darkx. Ill be sure to use it, 100% without a doubt. COOL BEANS.
06-23-2003, 07:41 PM#48
dataangel
Quote:
Originally posted by l)ark_Link

1. Controls are handled by the keyboard, yes. :) Every .05 seconds of the game, I have a trigger that will check to see if the player is moving his or her camera. In the event that they are...It will automatically re-lock the camera anyways (from another trigger) to the camera that I want them to be able to see. If the person presses left, then it orders the unit to move so-and-so distance to the left. If he continues to hold left, then he continues to move, if he stops, then the unit stops. Simple.

Is this a multiplayer map? Because this will cause problems because the camera target isn't player specific. It'll either desync or use player1's camera info. I can set ya up with some code I worked out that'll make it work though (it's in the trigger repository, but a much more simplified version would work for this map).

Also, how do you relock the camera? Because in my own testing, if I'm moving the camera with an arrow key, and then a camera is applied or the camera is locked, I have to take my finger off the arrow key and press it down again for it to start moving again.

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2. Jumping just makes the units flying height increase in incriments. In the event that the unit lands on a platform, it will stay there. If he walks close to the edge of the platform, he wil fall off. Pressing UP on the keypad makes the unit jump, and while they are in air, their animation speed is much slower, so it looks like they are actually jumping. They can also move left and right in the air, to help direct themselves a little better. :D


So you you just have a region under the platform, and if they're in that region, you stop their flying height from going down at a certain point?
06-23-2003, 07:51 PM#49
dataangel
Quote:
Originally posted by l)ark_Link

3. Platforms...Somehow the map that I was making to get all the jumping to work if you landed on a platform went currupt. I sware im using the same triggers, but its just not doing it..... It seems that I can no longer stop a trigger half way through, and start another trigger. Because I need to stop the character from falling through the platform, which requires that the jumping triggers just stop right there, if they are at a certain height, and in a region. Argh, UMSWE currupts like a mofo.....

Just everytime it runs the periodic trigger to bring them down a little farther, have it do an if check first: if unit is in region and flying height < 500 (or whatever) skip remaining actions.

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4. The cars in one of my level dont really....Move fast enough. They sorta lollygag around, even at their highest speed. Weirdo.


I have yet to see a way to go above the speed cap. It sucks :(

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5. Heh....Id like to know if and how it is possible to take the steam from the top of a steam tank, and make it trail behind a unit if they get smashed really hard. It would look just like the real game.


Because it's part of the tank's model, I don't think so. But you could make a similar effect by finding the mdx for the doodad that's like a smoky patch and attaching it to the units origin. I can't remember what it's called, but it's just a black spot on the ground that smokes (the black spot probably wouldn't show up attached to a unit's origin so you'd just see the smoke)

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6. One of my levels requires that mass amounts of doodads raise up and down. No explaination needed for the level, I just havent thought far enough into my map to figure out how to do this. Meh, its getting there though.


What I'd do is make these units and then turn off their collision, err, well since that only affects their path finding I'd actually turn off the collision of the player's fighter (you can setup boundaries to make sure they don't run off the level anyway, and you're going to be detecting whether an attack hits based on triggers so this shouldn't matter methinks). Then have their flying height go up and down. Then for the trigger that makes the unit fall through the air, just change it to if unit is in region and if their flying height > flying height of platform + 10 or something like that (you'll have to tweak that to get it look right based on the size of the platform).

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7. Final issue...I have a level played on top of a giant dragon.... Is it possible to make a doodad use the dragon model, and then make it walkable. How do you make a doodad walkable anyways?


You already posted a thread on this and the answers in there are as far as it'll go I think. It'd be cool if this worked out but technically it's too much of a pain to be worth it I think. TFT might make it possible somehow though.
06-23-2003, 09:07 PM#50
~DarkX~
Sry bout that model, it doesn't work. I wasn't able to test it before I posted it. I'm not exactly sure why it didn't work because I scaled down the tank parts and exported everything right, but it may be because of the bones or animations or somethin.
Ne ways, I took the steam tank skin and made everything invisible throug Alpha Channels, so only the steam appears, and those damn team color squares. I konw you can remove em in the mdl, but not sure how. So once those team color boxs are taken care of only the steam will show up.
I remember a tutorial on how to remove team color, but I couldn't find it.
Well, heres the skin -
06-25-2003, 02:19 PM#51
l)ark_Link
Thanks dude. Im not ready to add that in yet, but I know how to....its very easy. Any more comments from other people?
07-02-2003, 09:06 PM#52
BananaTwist
Ok, i have two questions:

1. Does it actually show the guy on the platform in the editor?

2. Any more screenies?
07-02-2003, 09:20 PM#53
BloodElf101
Quote:
Originally posted by l)ark_Link
Im not going to show any more screenies until I get the other levels more pollished.....

As for music on the other hand.... I want music, I need music, Id love to put the full sound track in there, and even put in all the sound effects. But the thing is.....Super Smash wouldnt be Super Smash if it wasnt multiplayer. And normally putting 8 full length songs on a map tends to slow down the downloads.....Not to mention sound effects. I need a way to get MIDI'S into my map in order to PLAY online. Otherwise its just not possible to chuck 8 songs and sound effects onto a map....Super Smash needs to be multiplayer, and it needs its music....Any ideas????


Well l)ark_Link today is the day for you because I know this website which was shown on Tech TV last October or November and it has midis of every game in the world including the music to Dreamland and Mute City. Here is the link
07-02-2003, 11:58 PM#54
Guest
This looks awesome.
07-03-2003, 10:04 PM#55
BananaTwist
It's not really the midis he's looking for, he's looking for a way to add them into his map.
09-10-2003, 01:59 PM#56
~DarkX~
Ived just noticed that this thred has been dead for a long time and I was just wonderin if your still workin on this map, or if its done, or what. It looks great, and all that would be a shame to go to waste.
09-10-2003, 05:23 PM#57
Supra God CrK
this looks fun
09-11-2003, 02:10 AM#58
zergiler
i really hope you didnt just scrap this map. many times a great map has the potential to be ground breaking but it is givin up on becuz another idea comes up or its too much work. plz prove me wrong.
01-23-2004, 12:03 PM#59
Aznwhore
whatever happened to this forum? hows the map?
01-23-2004, 05:38 PM#60
Lord Evilblobs
Don't Know

But I can't wait to play it:ggani: