[owc_quarry] Quarry
#81
Posted 21 November 2010 - 06:54 PM
#82
Posted 21 November 2010 - 07:14 PM
Jgoodroad, on 21 November 2010 - 06:54 PM, said:
Change the alpha on the brush with an input, or kill the brush. Change the skin on the model fence. This is assuming you're using the same kind of "gates" you see on citadel or breach.
Jgoodroad, on 21 November 2010 - 06:54 PM, said:
func_button set to activate on damage. combined with some math_counter and some logic_relay. then some env_explosion triggered by them.
Jgoodroad, on 21 November 2010 - 06:54 PM, said:
basically a trigger_multiple set to add to a math_counter every x seconds until it hits what you want.
Jgoodroad, on 21 November 2010 - 06:54 PM, said:
logic_case combined with logic_auto, or logic_auto_ow.
#83
Posted 21 November 2010 - 07:28 PM
#84
Posted 21 November 2010 - 10:45 PM
#85
Posted 21 November 2010 - 11:20 PM
Jgoodroad, on 21 November 2010 - 10:45 PM, said:
No offense but it should be pretty simple to figure it out with the information I gave. That said, if you're really curious and can't get it from that you could just decompile the maps and take a look at how they've done them
#86
Posted 22 November 2010 - 02:28 AM
And i'm baffled by the objectives as well, the entity system is difficult to understand as a whole.
#87
Posted 22 November 2010 - 04:32 AM
Auxor, on 22 November 2010 - 02:28 AM, said:
And i'm baffled by the objectives as well, the entity system is difficult to understand as a whole.
These should help you get started. You can find a a lot more information about these things by simply using google.
http://www.interlope...Life_2/Entities
http://developer.val...uts_and_Outputs
Not specifically for Overwatch, but the vast majority of the entities are the same or similar
http://ratzps.com/ho...id=38&Itemid=62
#89
Posted 22 November 2010 - 10:31 PM
braddollar, on 22 November 2010 - 04:32 AM, said:
http://www.interlope...Life_2/Entities
http://developer.val...uts_and_Outputs
Not specifically for Overwatch, but the vast majority of the entities are the same or similar
http://ratzps.com/ho...id=38&Itemid=62
I think your forgetting that the objectives in OW are different, They have indicators and area displays.
I feel it goes beyond the standard entity work, the one thing I would NOT want to do is fashion my own half-arsed objective only to realize I did not do it correctly.
If your links to tutorials I have already read had been usefull I think I wouldn't have this problem.
#90
Posted 22 November 2010 - 10:48 PM
Jgoodroad, on 22 November 2010 - 10:31 PM, said:
I feel it goes beyond the standard entity work, the one thing I would NOT want to do is fashion my own half-arsed objective only to realize I did not do it correctly.
If your links to tutorials I have already read had been usefull I think I wouldn't have this problem.
Well I did forget that Zombie Panic is not Overwatch.. wait, no I didn't. Read the tutorial next time, use your brain, and try to apply the information, rather than just dismissing it out of hand because it's not exactly for Overwatch. It provides useful information for setting up objectives. Some of the entities used in Zombie Panic are different than in Overwatch, some of them are the same. Most of what is used in Zombie Panic can also be found in Overwatch, but perhaps with a slightly different name. If you had read the tutorial you would have found that it references info_beacon which is very similar to the env_hint_ow or env_indicator_ow. It also explains how to setup a sort of area display like what you see in Overwatch. The bottom line is that it is similar enough that you can learn a lot from reading the tutorial. Read it, use your brain, and apply the lessons from that tutorial to making your own unique objectives for Overwatch.
tldr: the links are useful, and if you read them and used your brain you wouldn't have a problem.
#91
Posted 22 November 2010 - 10:52 PM
#92
Posted 23 November 2010 - 10:51 PM
Download it, check it out, decompile it to see how to make the objectives contained within.
#93
Posted 24 November 2010 - 12:03 AM
braddollar, on 23 November 2010 - 10:51 PM, said:
Download it, check it out, decompile it to see how to make the objectives contained within.
#94
Posted 24 November 2010 - 03:09 AM
#95
Posted 24 November 2010 - 06:34 AM
AndY, on 24 November 2010 - 12:03 AM, said:
Auxor, on 24 November 2010 - 03:09 AM, said:
Its an inside joke...
"Never gonna give you up, never gonna let you down!"
- Rick Rolled!@!!!!!!!!!!!!!!!!!@@
#96
Posted 28 November 2010 - 01:00 AM
which reminds me... when will the OW map upload section be ready?
#97
Posted 28 November 2010 - 02:24 AM
#98
Posted 28 November 2010 - 07:54 PM
now all I need to do is
- add metrocop spawns
- add secondary armory
- add objectives (static set for now, alternating set after the contest is over, I will try to fit them in if I can, but they will not be in the playtests next weekend.)
- I think my manhack spawn needs some tweaking, I might add a second one
- change all my spawn icons to diamonds... I failed.
AND REMEMBER, although I may seem like an arse sometimes, I am open to suggestions and comments as long as they are constructive... I would not have gotten this far without the input of the community. and thanks to WAXT for reminding me about the prefab tool, and although it sometimes doesn't work for me it has helped greatly.
#99
Posted 28 November 2010 - 08:07 PM
Good luck with the playtests. Can has invite?
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