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Owc_fail (WIP title ) help ? ):


16 replies to this topic

#1 Raphi123

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Posted 17 December 2010 - 09:17 AM

Hey

I was trying to map for OW a little bit.
The map is called owc_fail at the moment, due to my thought that I will fail totally at this map.
Apparentally, I was right.

I got several problems. The two most important are listed :
1) the func_brush_ow´s aren´t working. as the ow I can´t see through them. How do I fix them?!
2) the func_door_rotating´s aren´t going where I want.

Basically, I want to make a map where you are starting in a room without doors or any way of getting out ( you came in there using a hole in the ceiling) .
After you found the position of breakable wall, you´ll find yourself underground in some canals. There you have to find a way to the surface.
I´m planning to make a surface access behind a generator room. But after you went up, you find yourself infront of a combine shield barrier (or electrical fence )
powered by the generator.
To pass the barrier you will have to deactivate the generator switching all powerlevers. But the third one is stuck and you cant turn the generator off.
So you have to find two mainentance rooms and turn the overheat pipesystem wheels, After you´ve done that, you are able of moving upstairs.
From there on you will have to run away from combine forces as fast as you can ( either to an escape vehicle or a safe room or something ).

I already made some of the sewage, but I need help by an experienced mapper.
On reply I will send you my map.
Maybe I will post some pictures as I have progressed.

Regards

#2 Instant Loser

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Posted 17 December 2010 - 12:33 PM

Set the func_brush_ow's "Use GM render settings" to "yes" and "render mode" or whatever to "Don't render."

Make sure you put the origin of the func_door_rotating at the hinge. Also make sure that you check the x-axis or y-axis checkboxes if you don't want it to rotate like a normal door, and more like a trapdoor.

#3 Raphi123

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Posted 17 December 2010 - 03:12 PM

And I got another question :
HOW THE HELL CAN I MAKE NPC SPAWNS?!
Everywhere on the forum are LITTLE bits of it but nowhere an entire tutorial.
Please help D:

#4 braddollar

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Posted 17 December 2010 - 03:50 PM

View PostRaphi123, on 17 December 2010 - 03:12 PM, said:

And I got another question :
HOW THE HELL CAN I MAKE NPC SPAWNS?!
Everywhere on the forum are LITTLE bits of it but nowhere an entire tutorial.
Please help D:
http://community.ove...nstrapsscaling/

#5 The Joker

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Posted 17 December 2010 - 04:22 PM

View PostRaphi123, on 17 December 2010 - 03:12 PM, said:

And I got another question :
HOW THE HELL CAN I MAKE NPC SPAWNS?!
Everywhere on the forum are LITTLE bits of it but nowhere an entire tutorial.
Please help D:

I might actually make some quick Overwatch tutorials, I can't be totally certain as I am developing a new mod. When I have the time, I will.

View PostRaphi123, on 17 December 2010 - 09:17 AM, said:

Hey

I was trying to map for OW a little bit.
The map is called owc_fail at the moment, due to my thought that I will fail totally at this map.
Apparentally, I was right.

I got several problems. The two most important are listed :
1) the func_brush_ow´s aren´t working. as the ow I can´t see through them. How do I fix them?!
2) the func_door_rotating´s aren´t going where I want.

Basically, I want to make a map where you are starting in a room without doors or any way of getting out ( you came in there using a hole in the ceiling) .
After you found the position of breakable wall, you´ll find yourself underground in some canals. There you have to find a way to the surface.
I´m planning to make a surface access behind a generator room. But after you went up, you find yourself infront of a combine shield barrier (or electrical fence )
powered by the generator.
To pass the barrier you will have to deactivate the generator switching all powerlevers. But the third one is stuck and you cant turn the generator off.
So you have to find two mainentance rooms and turn the overheat pipesystem wheels, After you´ve done that, you are able of moving upstairs.
From there on you will have to run away from combine forces as fast as you can ( either to an escape vehicle or a safe room or something ).

I already made some of the sewage, but I need help by an experienced mapper.
On reply I will send you my map.
Maybe I will post some pictures as I have progressed.

Regards

For the first issue, there are custom options you have to select when you set a world block into a func_brush_ow. There will be render settings for the GM and Rebel players(so you can make it so that the GM can see through the block and order troops through the block, while the Rebels still see it) There is also an option that says, "Solid to GM Clicks?" This means that when you have troops selected you can order them from through the block. If this is not selected, you can't order troops around from through the block, you'll only see through it.

For the second issue, check the pivot point(the ball) to see where it is, and see if the door is rotated. Look at it in game and if it doesn't rotate the way you wa't it to, either change the pivot point, change the move direction, or redo the door and making sure your doing it right.

#6 Jgoodroad

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Posted 17 December 2010 - 05:07 PM

If your trying to make standard hl2 doors, remember to use a prop_door_rotating...

#7 Raphi123

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Posted 18 December 2010 - 03:08 AM

I dont just want to make doors, but valves and levers too.

#8 Raphi123

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Posted 18 December 2010 - 06:25 AM

---I stopped working on the map---

I´ve started to make another one called "Owc_nucleus" ( nucleus lat. = Core , Center )
New thread and pics soon

#9 WAXT

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Posted 18 December 2010 - 06:57 AM

I think you should refine your ideas before posting here. It's nice that you want to share your ideas with us, but if you are just going to drop the project completely the moment it gets difficult then you're really not helping yourself.

#10 Raphi123

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Posted 18 December 2010 - 07:07 AM

It wasnt too difficult, I were able to fix most of the problems but I noticed that I went too far away from my original idea.
Also, I think that nucleus is way better. It will provide much more than fail would.
Additionally, fail wasnt a really serious project.
Just a test how far I can go until I need help with the new entities.
Apparentally, It´s far more difficult than I thought.

#11 The Joker

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Posted 18 December 2010 - 02:18 PM

View PostRaphi123, on 18 December 2010 - 07:07 AM, said:

It wasnt too difficult, I were able to fix most of the problems but I noticed that I went too far away from my original idea.
Also, I think that nucleus is way better. It will provide much more than fail would.
Additionally, fail wasnt a really serious project.
Just a test how far I can go until I need help with the new entities.
Apparentally, It´s far more difficult than I thought.

Look dude, if you REALLY want a tutorial, I could probably get one up later today. What do you need to know?

#12 Raphi123

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Posted 18 December 2010 - 05:34 PM

I would like to know how to set up spawns and make the spawning Npc´s scalable. Also how to make a cooldown for the entire sector as soon as a spawner got activated.
I only know basic spawning at the moment.
Also, a few Objective examples or traps would be useful.
( I only know easy traps like :
button: 1 charge, OnTrigger kill *random object* or something )

regards.

#13 braddollar

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Posted 18 December 2010 - 06:03 PM

View PostRaphi123, on 18 December 2010 - 05:34 PM, said:

I would like to know how to set up spawns and make the spawning Npc´s scalable. Also how to make a cooldown for the entire sector as soon as a spawner got activated.
I only know basic spawning at the moment.

View Postbraddollar, on 17 December 2010 - 03:50 PM, said:



#14 Raphi123

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Posted 18 December 2010 - 06:52 PM

*bumps head against wall*

#15 The Joker

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Posted 18 December 2010 - 07:27 PM

View PostRaphi123, on 18 December 2010 - 06:52 PM, said:

*bumps head against wall*

Look man, I'll have a tutorial for you and the entire Overwatch community probably by later today or tomorrow. Don't worry about it.
I'll make another post here and link to it.

#16 Raphi123

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Posted 19 December 2010 - 07:17 AM

Thanks.
That would be great

#17 AndY

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Posted 19 December 2010 - 11:21 AM

Brad just linked you to one twice already. o_O





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