Terrain

Imperial_FistImperial_Fist Join Date: 2002-05-19 Member: 633Members
<div class="IPBDescription">Destructable stuff?</div>will there be destructable terrain? like maby a bridge so alians cant get through since maby the humans can use bombs and alians have 2 be like vl4 so they can jsut run over a support or jump up and down on the bridg  <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> i dont know it might be cool and i know some stuff will blow up but im talking something big like alians pushing doors down so it cant be wielded up again and if alians do that then can it be wielded up again?

Comments

  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    adding effects like that is something that i would love to see, but more importantly, a the use of trigger_random, this would really mix and match levels so that each map cycle is a different one <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    Yeah I really havnt heard anyone actually employing trigger random in their maps.  Hopefully someone is using if for its genius.  If i were a mapper.......  alas.  lol
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    I am planing to, when I kick my ### into gear, to have a section of the roof that can cave in, blocking a critical path to one of the hives causing the marines to take an alternate route. It will have a trigger_random with a 50/50 chance of triggering multimanager that triggers all the func_trains that constitute the blocked area. If this turns out to be too much trouble Iwill just have a togleable jumble of crap that appears before anyone can get to see it appear.

    --Scythe--
    the_only_scythe@suvdimension.com
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Yeah I really havnt heard anyone actually employing trigger random in their maps.  <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    erm, ill think you'll find that the official maps (such as bast and hera) use trigger_randoms quite a lot, just not for really major gameplay things. i -know- that bast uses it for steam bursts from what has been said, and id guess that a lot of other effect, such as sounds/particle systems/etc are triggered using this entity.
  • SonoSono Join Date: 2002-01-26 Member: 105Members
    Sure, for effects this entity is used alot, but I think Trane thought of some kind of major, game changing happenings, like bridges are destroyed, so the marines/aliens have to use another route.

    An example would be that a map has two similar corridors. They are same size, but look very different from texturing and also the hiding spots, vents and other stuff are set different. Now theres always one way open and one is closed.
    Each time the map is loaded one door is opened with a trigger_random entity. So, each game would be slightly different, cause theres another way to go.
    You can build that idea up and make a 'net' of corridors seperated with doors, lets say five doors in each corridor. All the corridors are connected with each other and the connection points are that doors. Now if you do a trigger_random on the doors, every time another set of five doors would be open (think of 3 corridors -> means 25 doors). With that every game would force the teams to take another route than in the game before.
    I don't know if that is possible with HL/worldcraft, but if, it would be cool.
    My idea, please don't steal it, I want to make a map too in some time.
  • DanDaManDanDaMan Join Date: 2002-03-19 Member: 335Members
    the problem with that idea is that each of those corridors are going to have to be entities if you want them to be appearing and disappearing randomly.  That means that they can't visblock and they can't block the map from the void outside.
  • Sgt_XSgt_X Join Date: 2002-03-01 Member: 261Members
    i think he means hook up some doors to trigger_randoms in such a way as to have a dynamic path through the map, some kind of grid and 5 doors would be randomly out of 25, would be hellishly complex doing it at the mapping level i think. dunno, can u name multiple things in a trigger entity's target?
  • SonoSono Join Date: 2002-01-26 Member: 105Members
    Sgt. X got it perfectly. A dynamic path.

    Sorry for the bad explanation. I also don't know how to do that. <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    An easier way to lay it out would probably to simply place three routes to/from each hive rather than the mandated two, and block one route to each randomly.

    Still, seems like a lot of extra work.
  • arsonidearsonide Join Date: 2002-02-14 Member: 218Members
    Now, can trigger_random only be used at the beginning of the level? because I think it would be really cool if in the middle of the level something happened...I have played Gloom (a similar mod for Quake 2) for about 2 years now, and I have always wondered when playing Bidmix's space station maps, what it would be like if a ship came in and docked in the middle of a game, then we would have the option to get in the ship and leave, provided the ship had no aliens on it, but of course the docking bay is infested or something, so the marines would have the option to A: Kill all aliens or B: Carve their way to the docking bay, clear out the ship of any stowaways, and leave
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    You'd just need to set a trigger to go off after a certain amount of time has elapsed.  You could use a trigger random, but tell it not to turn on until 5 mins into the game, as well.

    I'm hoping to have part of my map spontaneously explode, rendering that area impassible, halfway through gameplay.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Another thing you have to keep in mind with the random path idea -- The players. Making segments like that will increase map learning curves and result in added player frustration. I'd honestly expect that the areas affected by the trigger_random wouldn't even be used much (if avoidable) just because people probably aren't going to want to bother with trying to figure out which way might be open when they can take another route which is much more certain.
  • Sgt_XSgt_X Join Date: 2002-03-01 Member: 261Members
    excuse me if i'm making an idiot of my self, i just learned world craft and haven't played around with it a lot but it would also be cool if flayra put in a random time into the delay, like u could say fire between 5-10 minutes.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Not really anything to do with Flayra, X... mappers are the ones who place the trigger_random's, and having something go off at any time between 5 and 10 mins into a game is perfectly possible.  I think we're in good hands... as long as my map never makes it public, anyway.  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • SonoSono Join Date: 2002-01-26 Member: 105Members
    Sure KugFu the learning curve goes up badly.
    But I still think this idea may be nice.
    And also with the idea coil mentioned you could make it that the level changes paths right during game. That would be cool I think.
    *searching time to learn worldcraft*
    *marking to never put map on a public server* <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • Sgt_XSgt_X Join Date: 2002-03-01 Member: 261Members
    just wasn't sure if u could put a variable amount of time into a delay or whatever with worldcraft as it is. I can barley get my textures aligned and get doors opening in the right direction so i haven't had much time to play around with the fancy stuff.
Sign In or Register to comment.