ow_escapeadel(may change)
rickinator9
03 Apr 2011
Ok, I have posted an update here:
Thanks, Joker. The optimisation really worked. To the point where it only took 1,5 minute!
Thanks, Joker. The optimisation really worked. To the point where it only took 1,5 minute!
AndY
03 Apr 2011
You can also use the nifty "Print Screen" (or "Prt Scr") button on your keyboard, if you didn't already know that.
rickinator9
04 Apr 2011
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?
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 Joker
04 Apr 2011
rickinator9, 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?
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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rickinator9
05 Apr 2011
The 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.
-------------------------------------------
x
-------------------------------------------
-------------------------------------------
x
-------------------------------------------
Instant Loser
05 Apr 2011
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.
rickinator9
05 Apr 2011
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).
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).
rickinator9
05 Apr 2011
Just one question before I go to bed. Are there any good tutorials around to make objectives?
The Joker
05 Apr 2011
AndY
06 Apr 2011
rickinator9, 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?
Don't forget about this thread as well.
rickinator9
06 Apr 2011
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
- Waiting for the elevator as a "survival scene"
- Killing a boss
The Joker
06 Apr 2011
rickinator9, 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
- 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.
AndY
06 Apr 2011
The 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.

Rick: What part of that do you need help with exactly?
rickinator9
07 Apr 2011
rickinator9
08 Apr 2011
I decided not to make that trap more epic, as it has wasted the better of this weeks process. Those damn physboxes dont work.
Instant Loser
09 Apr 2011
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?
rickinator9
09 Apr 2011
Instant 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?
Instant Loser
09 Apr 2011
Coppermantis
09 Apr 2011
Instant 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.