Author Topic: Advanced Map Patch (v0.1)  (Read 32127 times)

MartinX3

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Re: Advanced Map Patch (v0.1)
« Reply #30 on: March 23, 2008, 11:03:54 am »
Thats what my idea was lol.
Like the game JKA has a func_destructable.

I dont know the key points of how it works, but basically you would take a bursh and make it a func_destructable and then hitting N you could put health for a key and then a number in for the value for its health points. And then there was also the key Material and you would put something such rock, metal, or glass and then it play sounds that sounded like glass being smashed when you would destoy it and it would have small models that would be covered in the original brushes texture that would break off and look like pieces to the brush.



You mean like in Quake 4, Jedi Knight 2: Jedi Outcast and Jedi Knight 3: Jedi Academy?
There explode Walls.
And in JK3 i can destroy environment. XD
Funny when the big creatures come and destroy Walls, Cubes etc.
^^
Funny for Tremulous.

Edit.
Because the destroyable environment.
Look here.
http://www.haradirki.de/tutor/indextut15.htm
And translate it in english with google translator when you can't speak german. ^^
« Last Edit: March 23, 2008, 09:12:01 pm by MartinX3 »

Zero Ame

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Re: Advanced Map Patch (v0.1)
« Reply #31 on: March 26, 2008, 10:46:19 pm »
No, its not the same for JKO and JKA, they dont have func_explosive, just func_breakable. I know you can add things to make explosions though

Survivor

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Re: Advanced Map Patch (v0.1)
« Reply #32 on: April 10, 2008, 10:14:05 pm »
See if you can add in a single shooter entity in the way of the plasma shooter of q3 so we can use skOre's mechanics/electronics.
http://quake3world.com/forum/viewtopic.php?f=10&t=36558
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==Troy==

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Re: Advanced Map Patch (v0.1)
« Reply #33 on: April 11, 2008, 09:04:13 am »
See if you can add in a single shooter entity in the way of the plasma shooter of q3 so we can use skOre's mechanics/electronics.
http://quake3world.com/forum/viewtopic.php?f=10&t=36558

The implementation suggested is quite creative indeed, but having the ability to modify a code, I would suggest rather making a normal gates, than the actual shooters which trigger buttons in the condition if the door is open.

Although the shooters are on the todo list as well... getting more time to code is there too :)

Survivor

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Re: Advanced Map Patch (v0.1)
« Reply #34 on: April 11, 2008, 11:25:09 am »
I know, but i was guessing that it was easier to put back in a shooter entity instead of coding all the entities. If you do so, could you still try and include a single shooter entity, for convenience's sake. Maybe something which can fire a model which does damage when it hits in combination with the particle system or something.
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==Troy==

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Re: Advanced Map Patch (v0.1)
« Reply #35 on: April 11, 2008, 02:04:20 pm »
It will be much easier for me to just trigger the shooter functions (the functions that operate such things as pulse rifle entities and such), so I can simply include all particle weapons which are in the game basically in 1 go in a shooter.

Although I would like some suggestions with the logic functions, my current thoughts are :

example, target_logic :
gate : AND/OR/XOR/NOT
targetname_a : first value
targetname_b : second value (if needed)
trigger if : changes from low to high, high to low, both.
target : target which is being triggered.

The problem with the current system is that you cannot have gates as they are in a proper electronics. Having a trigger triggering an AND gate every server frame to keep the value of an input at 1 will cause a huge amount of checks, resulting in a high CPU load, hence a triggered target will change its value (first triggering 0 to 1, second 1 to 0 etc.). Hence an actual NOT gate is quite useless.

If you have any better thoughts about the way it will be done, I will be glad to discuss them.

Survivor

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Re: Advanced Map Patch (v0.1)
« Reply #36 on: April 11, 2008, 02:55:34 pm »
Actually, I think people would prefer to have 4 separate kinds color-coded, Else you'll get a mazelike feeling in your logic networks and you have to go searching which ones are ifs and which ones xors, you know what i mean.
Also for all, make them at least be able to accept 4 incoming signals if at all possible. I know you can just do a Y-link of 3 ands to get the same result but it will just not be as spiffy when 4 is still a reasonable number to incorporate.

As for the shooter, a type of shooter with a fire-rate, weapon type and duration in addition to the basic settings seems pretty basic while not cluttering the menu too much.
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n.o.s.brain

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Re: Advanced Map Patch (v0.1)
« Reply #37 on: April 16, 2008, 04:30:52 pm »
troy, would be pretty easy to implement a trigger_credits/evos? because that would help my map a bit... or maybe a workaround, i want to have an armoury that people can buy stuff for free at in the beginning of the game, but then later on, i want regular gameplay with buying stuff to resume.
« Last Edit: April 16, 2008, 04:34:15 pm by n.o.s.brain »

Amtie

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Re: Advanced Map Patch (v0.1)
« Reply #38 on: April 16, 2008, 09:58:25 pm »
And maybe work out what the bugs are in trigger_equipment. I can't seem to get it to work.
Meow.

Can an admin set my name to Amtie please?

==Troy==

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Re: Advanced Map Patch (v0.1)
« Reply #39 on: April 18, 2008, 11:34:40 am »
troy, would be pretty easy to implement a trigger_credits/evos? because that would help my map a bit... or maybe a workaround, i want to have an armoury that people can buy stuff for free at in the beginning of the game, but then later on, i want regular gameplay with buying stuff to resume.

You do have a trigger which gives credits/evos.

team trigger > trigger multiple > credit trigger will give them ~unlimited amount of credits to buy stuff from armory. If that will work for you?

n.o.s.brain

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Re: Advanced Map Patch (v0.1)
« Reply #40 on: April 19, 2008, 07:10:15 pm »
leet, i didnt know about that, tyty!

==Troy==

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Re: Advanced Map Patch (v0.1)
« Reply #41 on: April 19, 2008, 07:17:47 pm »
leet, i didnt know about that, tyty!

Uhh... its not AMP feature, it was there already :)

MartinX3

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Re: Advanced Map Patch (v0.1)
« Reply #42 on: May 17, 2008, 10:00:07 am »
And now?
Will someone make a server-side mod for Tremulous for destroyable Walls?

epsy

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Re: Advanced Map Patch (v0.1)
« Reply #43 on: May 17, 2008, 01:38:28 pm »
Yes, not me
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Hugoagogo

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Re: Advanced Map Patch (v0.1)
« Reply #44 on: June 13, 2008, 09:42:53 am »
will scripts ever be introduced into tremulous
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Survivor

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Re: Advanced Map Patch (v0.1)
« Reply #45 on: June 13, 2008, 07:36:00 pm »
Not a question to ask here, and not a question which will be answered in any appreciable time anyway.
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Zero Ame

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Re: Advanced Map Patch (v0.1)
« Reply #46 on: August 21, 2008, 09:49:50 am »
So are you still working on this Troy?

Snake

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Re: Advanced Map Patch (v0.1)
« Reply #47 on: August 21, 2008, 12:04:27 pm »
This version has been discontinued.
.

MartinX3

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Re: Advanced Map Patch (v0.1)
« Reply #48 on: August 28, 2008, 08:47:58 pm »
Other guys continued it.
He uploaded the .patch file and they downloaded it.
He said he discontinued and they continued.

They add more things in it.
Like destroyable walls or rooms where aliens automaticaly transform to another class.

Or humans can with the use key get weapons from the ground.

Or destructable things.

Zero Ame

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Re: Advanced Map Patch (v0.1)
« Reply #49 on: August 28, 2008, 09:36:23 pm »
where can i get it

epsy

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Re: Advanced Map Patch (v0.1)
« Reply #50 on: August 28, 2008, 09:40:40 pm »
ask a voodoo for it
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Survivor

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Re: Advanced Map Patch (v0.1)
« Reply #51 on: August 28, 2008, 10:44:39 pm »
Speculation is all very nice. But this is currently going nowhere.
I’m busy. I’ll ignore you later.