How To Make "see Though" Floors, Commander Only
the_x5
the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
<div class="IPBDescription">just like in ns_seige007</div> The floors appear solid to everyone exceopt the commander. And when he "drops" something on the translucent floor he drops that item through it. Nifty eh?
This allow commanders to build structures inside bunkers, etc. and is seen in maps like ns_seige007.bsp
But how in the hell do you do it? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> (make it in your map)
This allow commanders to build structures inside bunkers, etc. and is seen in maps like ns_seige007.bsp
But how in the hell do you do it? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> (make it in your map)
Comments
*checking it myself but you can answer incase anone else has same question*
<!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo--> Hmm, would be nifty if there was a func_seethoughtwall_toggle entity which is like a func wall except which could be toggled by a switch to make the brush visible/translucent to contol where you want to drop the item on top of the surface or underneath it.
Anyways thanx for the feedback.
PS: I like your sig PogoP. The answer to the riddle is clearly 42. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
have: ns_invasion1.bsp
have: ns_invasion.txt
have: wagner.mp3
need: a combat song I haven't decided on, something hard rockish or techno-ish --
need: a unique sky box? it'd be nice
need: fixing the too many textures / max texture memory error?
need: some volunteers to test and help me tweak the game for balance
have: unique sounds. Ambient in particular
need: There are two Halo easter eggs I want to include: one in the readyroom ("wort wort wort") and one when marines weld the explosives to gain access to the hive ("you know the sound when you blast a bunch of covenant into the air followed by the 'bad cyborg' comment")
need: gawd some one help me figure out how to make the commander's 2D viewing plane be a little bit higher. What is that one entitiy that controls it and how high should it be? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
need: help making a cinematic intro at the beginning of the game to help explain the plot.
As part of my signature large-multiplayer map design:<ul><li>I made venting & pipe for sulks to go through all over the place and the main paths wide enough for 2 onos to go side-by-side down them. </li><li>Having many fuctional parts in the map (weldables anbd breakables especially.)</li><li>Having some sort of drop ship the marines start out in. Which is usually in dangerously open area which encourages marines to reclocate somewhere right away. (In this case I used a vietname-style helicopter one of which marines can fly arround the surface ruins in.)</li><li>a special themed music at the beginning and special sounds and events when things are triggered</li><li>a few trigger onces to really freak you out. *evil grin* Steam is evil, you'll see.</li><li>some sort of trap. In this case there are a trap-floor to kill an unwarry onos, and a toy I think you'll all enjoy in double. I promise to include a drive-by vehicle next map so the fades can run over the HA's with a school bus or something.</li></ul>
The theme here is a modern ruins with military base underground. There is freighter space ship which has 2 res nozzles near it and an active marine structure inside the ship (armory). Aliens have easy access to this room from any hive and minus the large winding routes for the onos, the ventilation center is in this room and thus all of the thousands of sulk routes lead to this room meaning the aliens have the best chance of securing it but the marines can siege them out.
<span style='color:yellow'>The plot:</span> A lone Kharaa gorge had escaped on a TSA ship that was returning after a secussful round of elimination infestation form another facility. It evaded detection thanks to the SC and DC chamber this little gorgy had hidden arround himself. When he arrived at this human town deep within the human's territory the TSA he went to the nutrient rich sewage facility and began to build. This went largely unnoticed, as no one suspected hive was growing in their own home while the battle was raging onthe frontier. It was unthinkable and the hive & gorgy who were building the hive knew that they were in a precarious situation. Stealth was paramount and something new evolved in these Kharaa. They adapted the ability to learn how to used human technology.
Evenything was going fine until one day while the gorgy came up from the sewers to grab food from a school's cafeteria ran into a bunch of boys who mistook him for some sort of lizard thing. They tried to be all macho liek the TSA heros and slay the poor gorge who was just trying to get away. As they repeatedly stabbed the gorge over and over the boys hear some pitter pat tapping noises behind them in the dark.
first: "Did you hear something?"
second: "Aww are you afraid ***?"
thrid: "Shut up seriously I thought I head something too"
second: "What are you going to do about it? huh?"
*Chuckling noises*
second spinning angrily arround at the first kid (direction of sound) "Oh you think it's funny ****! I bet you won't think it's funny when--"
*Skulks attack.*
The screaming alerts adults who comming running to the alert see the skulks and the news spreads like wildfire. There is mass panic with everyone screaming "Skulks!" or "Kharaa!". The local authorities move quicky to the control room but find a group a skulks waiting there for them. Pwned by the careful preparations of the original gorge. From a remote alternate control room the city officials attempt to lock down the industrial facility but the aliens have learned how to override the commands from the main control room. Brave civilains desperately hold the alternate bulkhead door in place from the rammins of an onos. Those few seconds allow the comunity to send out a distress signal. Which goes rapidly to the headquaters of the TSA. The entire human sector is in perile and the nearest military ship is 6 days away at maximum velocity. In that time the Kharaa ont he planet could establish a devestatingly secure grip and worse with the news of the Kharaa being able to use human technology this mean they could find a way to leave the planet and use the recent star maps to go to other systems. <i>This is truely a worst case scenerio. </i>
<!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo--> <span style='color:blue'>Marines mission:</span> You are a group of simple law enforcement officers on an industrial transport colony on the other side of the small planet. You use your minning explosives to bombard the surface buildings according to the TSA orders and are now ordered to go down and secure the mine underneath. Failure to defeat the Kharaa today could mean they could spread and take over a whole new sector in space. You are also fighting for your own survival and that of your families as the Kharaa are already making preperations to take over the rest of the planet. Stop the Kharaa invasion at all costs or loose everything. Weld things to fix the broken stuff and fix the other things so the Kharaa can't keep using them.
<!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo--> <span style='color:green'>Aliens mission:</span> You must survive the assault and secure this planet. You underestimated when the marines. With restriced paths in the underground facility you will have a hard time using onos if you are not on the surface. Do NOT be a redeem onos on this map, you will get stuck in the hive rooms!!! There are many good reasons for this intentioanl design. If you gorge the map up quickly you can win. Skulks and fades pwn here due to the diverse number of paths you can take through pipes. Lerks and fades and marines with jetpacks will enjoy the surface ruins. And don't forget to use the environment to your advantage. Aliens, move fast and secure the map and then finish the marines or just rush them. If the marine stay by the starting helicopters the whole game you should win and there is one surface rez nozzle.
I think the marines will enjoy the vertical ranges aspects. There are two spots in particular that work well for marines. One is near a hive (think of alpha) and the other is in a building that marines can shoot down at you from and onos can't get up to. (well they can't get up there but they can get to the res nozzle right outside easily) The other balance is that while this is a nice cozy defending spot there's a couple of holes skulks can sneak through and xenocide you from or clever fades can fly in one window and out another or jump down on you if you are on the roof. There's a nearby little cliff cave/tunnel that gorges can hide in.
My one thing I can't seem to avoid when I run through the scenerios in my mind is that the "bunker" building will be too well made at defending. In other words the marines might forget to explore the rest of the map and just pack in there. But hey you can have some good practice breaking down rine "turtles" and not using onos. And marines will:
A. have to go across some areas that are easily accessible to alines to get there
B. have to get out of there to win
I was alos worried about the marines not wanting to leave the bunker because they'd loose so I make the explosive wall thing to open a path to a hive. It just so happens that onos can easily fit on this path so be careful.
I have yet to see any other map maker other than myself incoporate this in a map.
How to make a multi-floor elevator:
<span style='color:red'>WARNING:</span> this actually involves some entity object oriented programming so if you don't want to get a headache from the complexity don't try to make your own. Use the existing entities in the sample file. And please don't skip out on the state checking stuff. Or your elevator will be more annoying than helpful. State checking also prevent the "getting the elevator stuck part way down" syndrome seen on a few NS maps and gets to be a really annoying exploit form lazy map making. <span style='color:red'>QUALTITY FIRST</span>
3 floor elevator:
<a href='http://collective.valve-erc.com/index.php?doc=1047964377-43297800' target='_blank'>http://collective.valve-erc.com/index.php?...964377-43297800</a>
elevator with "moving" buttons:
<a href='http://collective.valve-erc.com/index.php?doc=1047958901-74747200' target='_blank'>http://collective.valve-erc.com/index.php?...958901-74747200</a>
If you combine the two you'll have something functionally identical to the one I use in my maps frequently. The coolest thing about the func_train as the elevator is that you don't have to make the elevator go up and down! I have one in particular which goes between an up and down and also slides on a rail.
I'm working ona 4 "floor" elevator/tram which can take you between 4 stops.
It's the best thing I never seen in maps.
Ehhh... HL mapping does not involve any programming of any sort.
Ehhh... HL mapping does not involve any programming of any sort. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Ehhh.... Yes it does, fool.
Ehhh... HL mapping does not involve any programming of any sort. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Ehhh.... Yes it does, fool. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yep, sure does.
look up: OOP (object oriented programming)
look at: multifloor elevator design
tell me it isn't OOP and I'll slap you and take away your cookies.