
|
|||||||
| QUAKE Wars Mods and Editing This is the hub for Enemy Territory: QUAKE Wars map and mod discussion, editing tips and tutorials, web application development, and the like. |
![]() |
|
|
Thread Tools |
|
|
#2026 |
|
Lieutenant Commander
![]() |
I did that, Don, altough I saw the tank in my play test...
__________________
Stats - QuakeCenter Argentina Community developed map: Construction Site! Thread - Web Repository - Google Code Project |
|
|
|
|
|
#2027 |
|
Group Commander
![]() Join Date: Oct 2007
|
Have you play tested it in the sdk?
__________________
|
|
|
|
|
|
#2028 |
|
Lieutenant Commander
![]() |
no, in my retail version...
I saw/drove the tank and the anansi.
__________________
Stats - QuakeCenter Argentina Community developed map: Construction Site! Thread - Web Repository - Google Code Project |
|
|
|
|
|
#2029 |
|
Lieutenant Major
![]() Join Date: Oct 2007
Location: Norway
|
Hey Don,
you don't have to use "pseudo" territories to spawn extra vehicles on script events - that will just complicate things more than needed IMO. Add script keys for the extra vehicles in worldspawn, import them in script, and then you can activate them with "scriptkeyname.vOnDeploy()" Much simpler, look in arcis_a2 script for examples - there are 3 secondary objectives in the last phase there, that will active one vehicle each when completed ![]() Note that you also can link "normal" vehicles to spawn_masters instead of territories, just like for player spawns - then you can trigger a full spawn set on and off just by triggering the spawn master, instead of the territory itself. Much more practical IMO, every spawn in arcis a2 was converted to this setup, since it also give the option to trigger spawns independent of territories ![]() Well hope that helps, and hope you get this release working before sunday! ![]()
__________________
Having a hard time killing lately? Do like millions of other stroggs, just like you - join
Sunday Night Custom Map Nirvana |
|
|
|
|
|
#2030 |
|
Commander
![]() |
Nice one Scrupus
I will have a look at fixing this. |
|
|
|
|
|
#2031 |
|
Lieutenant Commander
![]() |
Don, is this wat's stopping the release?
Vio, I've noticed some stuff forgotten in the localization Strings, We still have the Temple, lol. Do you want me to correct this?
__________________
Stats - QuakeCenter Argentina Community developed map: Construction Site! Thread - Web Repository - Google Code Project |
|
|
|
|
|
#2032 |
|
Commander
![]() |
ok I've fixed the vehicle spawns (I deleted the two hack-territories) - scrupus' method works fine for server
. Also fixed the nonsolid boat + caulked the lower faces of the uni which are hidden by the terrain.Would be nice to keep the temple in somewhere tbh ![]() |
|
|
|
|
|
#2033 |
|
Lieutenant Commander
![]() |
Ok Vio, I agree but there is no reason for the mission texts to say something of the temple...
__________________
Stats - QuakeCenter Argentina Community developed map: Construction Site! Thread - Web Repository - Google Code Project |
|
|
|
|
|
#2034 |
|
Group Commander
![]() Join Date: Oct 2007
|
I'm in home!
Back to the work. Thanks Violator, i will just take a look on script since the territory trick demanded a lote of code lines. I will get ride of it, if you have not done it so.
__________________
|
|
|
|
|
|
#2035 |
|
Group Commander
![]() Join Date: Oct 2007
|
Seba, those are the changes on the spanish strings?
From: "#str_consite_021" "Lleva el Cerebro de Datos al Templo" "#str_consite_022" "Evita que los Strogg lleguen a la Consola del Templo" To: "#str_consite_021" "Lleva el Cerebro de Datos a la Universidad" "#str_consite_022" "Evita que los Strogg lleguen a la Consola de la Universidad" ?
__________________
|
|
|
|
|
|
#2036 |
|
Group Commander
![]() Join Date: Oct 2007
|
GUYS!!!!!!!!!!!!!
While you were making the tests on ETQWPRO i did it on the RETAIL. 1 - Territory Trick don't work in RETAIL but since Seba said he saw the Titan (old file) may be it works on ETQWPRO! (you was testing it in ETQWPRO, Seba?) 2 - Scrupus Help also do not work in retail, but i saw right now it works on ETQWPRO. So, keep in mind that outside Nirvana + ETQWPRO there will be no heavy vehicles.
__________________
|
|
|
|
|
|
#2037 |
|
Lieutenant Commander
![]() |
Don, Scrupus had a solution to this, and Vio tested it....
The Changes you made to the Spanish Strings are great!
__________________
Stats - QuakeCenter Argentina Community developed map: Construction Site! Thread - Web Repository - Google Code Project |
|
|
|
|
|
#2038 |
|
Group Commander
![]() Join Date: Oct 2007
|
Scrupus, thanks for your help, this solution works only on ETQWPRO?
__________________
|
|
|
|
|
|
#2039 |
|
Group Commander
![]() Join Date: Oct 2007
|
![]() Code message. ![]() ![]()
__________________
Last edited by Donnovan : 11-07-2009 at 05:54 AM. |
|
|
|
|
|
#2040 |
|
Commander
![]() |
I tried it with spawnserver and it worked ok - I did exactly what was in arcis:
deployable_spawn_[insert vehicle here] spawn_invulnerable 1 as only key script tags for it added to worldspawn in script call [vehicle_x].vOnDeploy() when brain taken. The likelihood of playing customs in vanilla is pretty remote so I wouldn't worry about it if it doesn't work ![]() Last edited by [TFA]Violator : 11-07-2009 at 11:04 AM. |
|
|
|
|
|
#2041 |
|
Group Commander
![]() Join Date: Oct 2007
|
SebaSoft, are you here? Look your PM! Gogogo!
![]()
__________________
|
|
|
|
|
|
#2042 |
|
Lieutenant Commander
![]() |
I get it! I will do it!
__________________
Stats - QuakeCenter Argentina Community developed map: Construction Site! Thread - Web Repository - Google Code Project |
|
|
|
|
|
#2043 |
|
Lieutenant Commander
![]() |
Sorry Don, I had some RealLife® delays
![]()
__________________
Stats - QuakeCenter Argentina Community developed map: Construction Site! Thread - Web Repository - Google Code Project |
|
|
|
|
|
#2044 |
|
Group Commander
![]() Join Date: Oct 2007
|
I played a match on the Nirvana server, and the shock streans effects of the barricade are not turned off after generator hack, but you don't die if you touch it.
__________________
|
|
|
|
|
|
#2045 |
|
Group Commander
![]() Join Date: Oct 2007
|
"The objective texts are mixed up. The strogg get defend the brain, while the gdf get take this brain.... It should be the other way around."
This is a WELL know bug from Alpha 1, don't? ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
__________________
|
|
|
|
|
|
#2046 |
|
Lieutenant Commander
![]() |
Yeah, I tough Vio did fix that, I saw the problem too...
__________________
Stats - QuakeCenter Argentina Community developed map: Construction Site! Thread - Web Repository - Google Code Project |
|
|
|
|
|
#2047 |
|
Lieutenant Commander
![]() |
Guys, what about a more stroggish transmission console? Could we use a modded Strog UI and a model from the ones in the model Gallery?
__________________
Stats - QuakeCenter Argentina Community developed map: Construction Site! Thread - Web Repository - Google Code Project |
|
|
|
|
|
#2048 |
|
Commander
![]() |
I was thinking that, with some stroggified pipes and stuff going into it. Last night I turned the road tunnel into a model reducing the polys by about 10x, have a look (no real details but added a few barriers)
Reading what Chris was posting in the release thread (thanks btw), how about adding a hog and an icarus or two to the forward spawn? The tunnel was meant for hogs after all. He made a good point that icarus' are good at distracting snipers which still seem to be a problem (though I didn't find it on Sunday, in fact I was sniping away happily from the tower as strogg ). Something to do in the forest might be good as well, its still a fair distance to the forward spawn with nothing happening. The GDF spawn times also could do with increasing on the 1st obj a bit. I've also just had the idea to allow direct access to the 2nd floor of the hack building from the tunnel bridge, running over snipers in the hog would be fun and a good counter attack (you can actually get the hog up the steps but its not exactly worth the risk) . Was even thinking of giving the strogg an exit from the tower directly into the base, perhaps moving the fence objective there (or adding another one).Last edited by [TFA]Violator : 11-10-2009 at 09:40 PM. |
|
|
|
|
|
#2049 | |
|
Lieutenant Commander
![]() |
Think about this, storywise....
Quote:
What about it? Don? Vio? Shirosae?
__________________
Stats - QuakeCenter Argentina Community developed map: Construction Site! Thread - Web Repository - Google Code Project Last edited by SebaSOFT : 11-10-2009 at 09:33 PM. |
|
|
|
|
|
|
#2050 |
|
Commander
![]() |
Sounds good to me as long as roof hole doesn't hit performance too much.
Tunnel! |
|
|
|
![]() |
«
Previous Thread
|
Next Thread
»
| Thread Tools | |
|
|
All times are GMT. The time now is 03:45 AM.















Sunday Night Custom Map Nirvana 








