#81
Posted 12 June 2011 - 09:11 PM
#82
Posted 13 June 2011 - 04:10 AM
Coppermantis, on 12 June 2011 - 09:11 PM, said:
I'm feeling like they actually use the dev build to playtest before it goes into "classic" overwatch. It's just waiting for AndY to get better.
#83
Posted 11 December 2011 - 07:54 PM
A previously dev-textured area now has real textures
The remains of a Hunter-Chopper after being shot down defending the fortress.
Edited by Coppermantis, 12 December 2011 - 12:47 AM.
#84
Posted 12 December 2011 - 09:21 AM
#86
Posted 12 December 2011 - 11:10 AM
rickinator9, on 12 December 2011 - 09:21 AM, said:
I think Sam's map (Traverse) will be in there as well. Not sure yet about the others.
#87
Posted 12 December 2011 - 03:50 PM
#88
Posted 12 December 2011 - 04:12 PM
rickinator9, on 12 December 2011 - 03:50 PM, said:
Other maps would likely require much more work and, unfortunately, it's not something we have time for (we'll release them separately for anyone who wants them). That's why I'm glad Coppermantis is still around and working on SuperFortress; we'll definitely be helping him to get it perfectly ready to be included in the pub build, but at least he'll be doing the bulk of the work.
#89
Posted 12 December 2011 - 04:57 PM
#90
Posted 12 December 2011 - 05:11 PM
EDIT: I found some stuff in the game files called "Cap_zone_white" and stuff like that. Are these related?
EDIT 1.5: I just saw the post on how to replicate the consoles.
EDIT 2: And I'm just about certain it will be ready for the build in January since winter break is almost upon me, so I'll have a few weeks of free time to map.
Edited by Coppermantis, 12 December 2011 - 05:26 PM.
#91
Posted 12 December 2011 - 05:54 PM
rickinator9, on 12 December 2011 - 04:57 PM, said:
Copper: Apologies for hijacking your thread.
I'll need to talk to you before Jan since we'd still need to test it and make a few tweaks before the deadline, so don't wait too long.
#92
Posted 12 December 2011 - 09:42 PM
#93
Posted 16 December 2011 - 01:44 AM
#94
Posted 16 December 2011 - 01:47 AM
Coppermantis, on 16 December 2011 - 01:44 AM, said:
You would probably need a damage filter, math_counter, and a breakable surface with nodraw attached. You set up the health bar in coordination with the math_counter for how many times the func_breakable is damaged(by grenades, use a filter).
#95
Posted 16 December 2011 - 12:29 PM
The Joker, on 16 December 2011 - 01:47 AM, said:
That seems otherwise good, except that you don't need the math_counter (and I'm not sure if it would even work with it), as you can simply make the func_breakable send its OnHealthChanged output into the objective (bar) entity. It sends the breakable's health value as a float between 0 and 1, which means the bar should have its minimum set to 0 and maximum set to 1.
#96
Posted 16 December 2011 - 02:41 PM
A1win, on 16 December 2011 - 12:29 PM, said:
Hmm, I didn't even know you could do that. Thanks for all your help at various times, guys, My map is a lot better because of all of it.
#97
Posted 19 December 2011 - 07:35 PM
OnHealthChanged>Gen2_indicator>Setprogressratio
Edited by Coppermantis, 19 December 2011 - 07:56 PM.
#98
Posted 19 December 2011 - 08:33 PM
#99
Posted 19 December 2011 - 08:40 PM
#100
Posted 20 December 2011 - 04:17 AM
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