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ow_escapeadel(may change)


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#61 rickinator9

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Posted 11 May 2011 - 08:23 AM

View PostSelf_Esteem_Fund, on 09 May 2011 - 08:11 PM, said:

I have a tracktrain with a trigger multiple that on start touch set speed with parameter=whatever and on end touch all set speed with parameter= -whatever. Then the path tracks have that on pass they do the set progress to the indicator.
I personally think that there should be basic prefabs that are not linked to other events and can be easily configured, that way most of the effort doesn't go into setting everything up.
Can the time of that be configured to number of players?
I still have the crap countdown at the top now

#62 rickinator9

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Posted 26 May 2011 - 11:24 AM

It may get featured on SelfEsteem's server.

#63 rickinator9

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Posted 27 June 2011 - 10:14 AM

View Postrickinator9, on 26 May 2011 - 11:24 AM, said:

It may get featured on SelfEsteem's server.
So I played it with SelfEsteem. One mayor thing was that pathfinding doesn't work well. I have a question about that: Should I use 'info_node' or 'info_node_hint'?

Also, why are my zombies not going to my info_target? Possibly also due to the pathfinding?

#64 Coppermantis

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Posted 27 June 2011 - 12:01 PM

Type ai_show_connect in the console to check the pathfinding.

#65 ScrooLewse

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Posted 27 June 2011 - 03:03 PM

Use info_node. info_node_hint is to warn the A.I. that some special action can be performed at this point. (i.e. Take cover, look around...)

#66 rickinator9

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Posted 05 July 2011 - 03:34 PM

So after hundreds of info_nodes, pathfinding is great. Now for fog, is there any way to only get fog on a vertical level?

#67 Coppermantis

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Posted 06 July 2011 - 12:43 AM

Not that I know of, I just make the vertical depths much taller/deeper than the player will ever see wide, and have the fog start at a large distance.

#68 rickinator9

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Posted 14 July 2011 - 04:50 PM

So I figured I hadn't posted any screenies in a while: Posted Image
Posted Image
Posted Image

It certainly looked better than when it was still orange. Please note that this isn't the newest version.

Edit: AndY, would you kindly show me how to change the title of the thread(get the reference).

#69 Coppermantis

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Posted 14 July 2011 - 06:59 PM

Looking good, although I presume you'll make it more well lit.

#70 rickinator9

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Posted 14 July 2011 - 07:03 PM

View PostCoppermantis, on 14 July 2011 - 06:59 PM, said:

Looking good, although I presume you'll make it more well lit.
Yeah, I am working on it
I got some valuable info from someone.

#71 rickinator9

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Posted 27 September 2011 - 11:00 AM

This map has, yes you guessed it, been dropped(get the reference!).

Now anyone who want the vmf can get it till friday. I just don't have the spirit to work on this any longer and I will be given a new pc so it will likely die in the transfer anyway.

#72 AndY

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Posted 27 September 2011 - 11:49 AM

Is it playable? As in, can you play a full round?

#73 rickinator9

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Posted 27 September 2011 - 12:09 PM

There are some problems with elevators not doing what they're supposed to do and zombies not going to their info_target, should be playable if those are solved.

#74 AndY

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Posted 27 September 2011 - 12:21 PM

View Postrickinator9, on 27 September 2011 - 12:09 PM, said:

There are some problems with elevators not doing what they're supposed to do and zombies not going to their info_target, should be playable if those are solved.
Send everything my way before you delete it then.

#75 rickinator9

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Posted 27 September 2011 - 02:27 PM

For any and all: owc_escape

#76 AndY

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Posted 27 September 2011 - 03:53 PM

View Postrickinator9, on 27 September 2011 - 02:27 PM, said:

For any and all: owc_escape
That's just the bsp. What about all the other files?

#77 rickinator9

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Posted 28 September 2011 - 08:07 AM

View PostAndY, on 27 September 2011 - 03:53 PM, said:

That's just the bsp. What about all the other files?
Could you send me your email? Dropbox sees the vmf like a weird code file.

#78 AndY

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Posted 28 September 2011 - 08:10 AM

View Postrickinator9, on 28 September 2011 - 08:07 AM, said:

Could you send me your email? Dropbox sees the vmf like a weird code file.
Put everything in a zip file, it's easier that way.

#79 rickinator9

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Posted 28 September 2011 - 09:50 AM

Edited the link, should be right now. I'm pretty much a novice with dropbox and the fact that my ow folder is trashed with demo's doesn't help much.

#80 Cg_comb-Zombie_tank

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Posted 18 October 2012 - 02:22 PM

Good made map but can you get some limit on zombies spawn becouse i checked this and there's a lot of them like 40 zombies.
looks very epic





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