| 06-23-2003, 04:41 PM | #46 |
Or if you dont wanna skin just chang the color vertex... |
| 06-23-2003, 06:50 PM | #47 |
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 | ||
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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. Quote:
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 | |||||
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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. Quote:
I have yet to see a way to go above the speed cap. It sucks :( Quote:
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) Quote:
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). Quote:
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 |
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 |
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 |
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 | |
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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 |
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 |
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 |
this looks fun |
| 09-11-2003, 02:10 AM | #58 |
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 |
whatever happened to this forum? hows the map? |
| 01-23-2004, 05:38 PM | #60 |
Don't Know But I can't wait to play it:ggani: |
