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ow_escapeadel(may change)


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#21 rickinator9

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Posted 03 April 2011 - 07:22 AM

Ok, I have posted an update here:

Thanks, Joker. The optimisation really worked. To the point where it only took 1,5 minute!

#22 AndY

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Posted 03 April 2011 - 10:14 AM

You can also use the nifty "Print Screen" (or "Prt Scr") button on your keyboard, if you didn't already know that.

#23 rickinator9

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Posted 03 April 2011 - 10:46 AM

Oh, I forgot about that.

#24 rickinator9

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Posted 04 April 2011 - 10:21 AM

I uploaded another update:

So those beams which "make" the combine shield you walk over, they should be like this: #
#
#
Instead of this: ###
Anyone know how to do that?

Edit: I added an info_player_gm_ow into my map. I put a brush around it. When i went ingame and chose overwatch, it crashed. What did I do wrong?

#25 The Joker

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Posted 04 April 2011 - 06:12 PM

View Postrickinator9, on 04 April 2011 - 10:21 AM, said:

I uploaded another update:

So those beams which "make" the combine shield you walk over, they should be like this: #
#
#
Instead of this: ###
Anyone know how to do that?

Edit: I added an info_player_gm_ow into my map. I put a brush around it. When i went ingame and chose overwatch, it crashed. What did I do wrong?

The info_player_gm_ow should be INSIDE your skybox, and no brush around it. Inside as in: directly in the middle. Make the width of your skybox enough to engulf the info_player_gm_ow.

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x
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#26 rickinator9

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Posted 05 April 2011 - 10:11 AM

View PostThe Joker, on 04 April 2011 - 06:12 PM, said:

The info_player_gm_ow should be INSIDE your skybox, and no brush around it. Inside as in: directly in the middle. Make the width of your skybox enough to engulf the info_player_gm_ow.

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x
-------------------------------------------
Does it need to be in the skybox brush or just in the skybox with the entire map?

#27 Instant Loser

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Posted 05 April 2011 - 11:17 AM

I'm not sure that's correct; I've been putting the info_player_gm_ow in a box outside the skybox with no problems. It's only ever crashed when I forgot to put it in at all. I don't know what you're doing wrong, in that case.

#28 rickinator9

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Posted 05 April 2011 - 12:56 PM

I've fixed it(or at least a bit):

I guess it's having some trouble with the skybox. That trap is going to be more detailed with larger chunks falling to hell(the deep hole around the platform).

#29 rickinator9

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Posted 05 April 2011 - 02:53 PM

Just one question before I go to bed. Are there any good tutorials around to make objectives?

#30 The Joker

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Posted 05 April 2011 - 05:14 PM

View Postrickinator9, on 05 April 2011 - 02:53 PM, said:

Just one question before I go to bed. Are there any good tutorials around to make objectives?

I am thinking of making some. Depends on what objectives you want.

#31 AndY

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Posted 06 April 2011 - 01:56 AM

View Postrickinator9, on 05 April 2011 - 10:11 AM, said:

Does it need to be in the skybox brush or just in the skybox with the entire map?
This should have the information you need: [GUIDE] Start Locations

Don't forget about this thread as well.

#32 rickinator9

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Posted 06 April 2011 - 11:36 AM

Well, the objectives will be - a hacking objective, when they hack the objective a combine shield goes down.
- Calling an elevator
- Waiting for the elevator as a "survival scene"
- Killing a boss

#33 The Joker

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Posted 06 April 2011 - 04:57 PM

View Postrickinator9, on 06 April 2011 - 11:36 AM, said:

Well, the objectives will be - a hacking objective, when they hack the objective a combine shield goes down.
- Calling an elevator
- Waiting for the elevator as a "survival scene"
- Killing a boss

Calling an elevator and killing a boss are able to be done using Hammer standard entities. We can't help you. As for the "elevator survival scene" you might be able to do that.

#34 AndY

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Posted 06 April 2011 - 08:14 PM

View PostThe Joker, on 06 April 2011 - 04:57 PM, said:

Calling an elevator and killing a boss are able to be done using Hammer standard entities. We can't help you. As for the "elevator survival scene" you might be able to do that.
Don't generalize. Just because you don't want to help, doesn't mean others wouldn't either. :p

Rick: What part of that do you need help with exactly?

#35 rickinator9

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Posted 07 April 2011 - 08:50 AM

View PostAndY, on 06 April 2011 - 08:14 PM, said:

Don't generalize. Just because you don't want to help, doesn't mean others wouldn't either. :p

Rick: What part of that do you need help with exactly?
Well, I do not know what entities to use to make objectives. And the hack objective, please?

#36 rickinator9

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Posted 08 April 2011 - 11:39 AM

I decided not to make that trap more epic, as it has wasted the better of this weeks process. Those damn physboxes dont work.

#37 Instant Loser

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Posted 09 April 2011 - 02:49 AM

Most objectives are just trigger_multiple brushes and relays. The use of other entities depends on the type of trap. What are you trying to do?

#38 rickinator9

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Posted 09 April 2011 - 06:04 AM

View PostInstant Loser, on 09 April 2011 - 02:49 AM, said:

Most objectives are just trigger_multiple brushes and relays. The use of other entities depends on the type of trap. What are you trying to do?
The last video, I showed a trap. I want that there are big chunks falling to the ground after the explosion.

#39 Instant Loser

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Posted 09 April 2011 - 03:41 PM

View Postrickinator9, on 09 April 2011 - 06:04 AM, said:

The last video, I showed a trap. I want that there are big chunks falling to the ground after the explosion.

physboxes with motion disabled and the enablemotion input are the way to go, possibly with a phys_explosion. Not sure what you've tried.

#40 Coppermantis

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Posted 09 April 2011 - 11:50 PM

View PostInstant Loser, on 09 April 2011 - 03:41 PM, said:

physboxes with motion disabled and the enablemotion input are the way to go, possibly with a phys_explosion. Not sure what you've tried.

It looks like a func_breakable with the break input.

Yeah, physboxes will do what you want.


The layout so far looks pretty good, It'll be interesting once the geometry is done and it gets some textures/detail.





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