Jump to content

Home

Hoth Map with screen shots help needed too!!


stride

Recommended Posts

ok im haveing a problem with my hangar door. I need it open untill a objective is done then it closes but then i need it to open again when a different objective is done. so at the begining of the level its open right. When the shield generator is destroyed i have it close. After a few other objectives it needs to be hacked and opened again but the problem is i had to set the wait to -1 so it doesnt open after it closes when when the shield generator is destroyed. Does any one know how to make a script that can change the doors wait time to 0 or 1 so it can close again.

 

Some of the keys and values

targetname-rebeldoor

speed-50

lip-0

wait -1

 

If anyone can help post a script or if there is a differant way tell me.

 

Heres some screenshots of my unfinished map that needs atats

Screenshot of trenches

At-sts lined up by where imperial spawn points are

Shield Generator/Power Generator

Rebel Hangar that will not look like this for very long needs lots of work

Link to comment
Share on other sites

  • Replies 77
  • Created
  • Last Reply

I don't have Radiant in front of me, but I think you could use a "Trigger Multiple" to open and close the door.

 

Trigger the "Trigger Multiple" when you need to close the door and then trigger it later on to open it again.

 

Hope that helps. I think that's right, but like I said I don't have it in front of me.

 

If you need a more technical response let me know and I'll find more info.:)

 

 

Oh, and if it's not too much trouble could you use a different image host? I have that site blocked because of the bad content, but I would like to see your images.

 

You can try:Image Shack

 

That's free.

 

Thanks!:)

Link to comment
Share on other sites

Problem about just bAsic triggering on a door is when its fired it opens then closes there isnt really a trigger stay open then trigger close.thats why i put the wait to -1 on.

 

Ok what i want to do is trigger it to close since it starts open then when i need to. I fire a script that changes the wait to 0 so it will open again. That way i can hold it closed untill using a script to open it again.

 

 

pic1

pic2

pic3

pic4

pic5

Some new pics and some of the old ones on a different site. Changes have been made since these pics have been taken.

Link to comment
Share on other sites

You shouldn't need a script for this...

 

In JA MP you can set the doors to TOGGLE - whereby the door will wait at each end of it's movement for a trigger event. (Just click on the toggle option in the entity box) - you can't do this in JO MP though.

Don't use that wait value though or it'll never move again.

 

Piece of advice. When you're trying to get something to work and just want to test that section of the map, set it to a "region" and the compiler will only render that bit of map. (Or make a ultra simple "Test Room" map to test your ideas in)

Can help if your map is big and takes a while to compile :)

Link to comment
Share on other sites

Ok i have some new hangar pics and some new questions to go with them.

 

Ok How can i make it so global fog doesnt effect the inside of the hangar. Take a look to see what i mean.

 

pic1

pic2

 

Look at that nasty global fog effect inside. I really need some help here lol.

Link to comment
Share on other sites

"so wouldnt the fog come in anyways" - tut tut! Fog only exists due to meeting a very specific range of weather requirements, fog can't seep into a warmer house or separate building unless the conditions are similar.

 

And so far the only way I know to do this is as wedge says, use fog brushes...which may require the fog hack in JA to get it to work properly.

 

I bet it'd be possible if we had control of weather files though....

Link to comment
Share on other sites

Not really....seen as the general idea behind fog is you can't see through it, would be pointless to be able to see the sky :p

 

Tell you one thing though...ground fog...you can't do that properly in JA without mapping your level so the fog never actually meets the sky box, the game can't render that properly.

 

Here's a good one, skies are drawn behind everything right? Try placing fog in front of it then go above the fog to look in...

Link to comment
Share on other sites

Neat trick: you can make a skybox show through fog as if nothing was in the way by inserting the nofog keyword into the sky shader file right after the surfaceparm statements!

 

This has more applications than you would think--the authors of Wolfenstein: Enemy Territory used it to create a seamless ocean-to-sky transition in the Seawall Battery level. You can also do neat stuff when you combine this with foghulls/distance culls.

 

Note that if you do this, everything in your map that's not the sky will still fade into the color of the fog. It jsut means that the skybox will be clearly visible, so usually this only works well with skies that are the same color as the fog color! However, you could probably achieve some neat effects with different colors--you know how the Smoky Mountains appear blue and fairly solid-color from far away? You could have everything in the map fade to solid-color silhouettes (the color of the fog) against a sky of your choosing.

Link to comment
Share on other sites

Dude, I like it!! But, give me some details. Like: How many AT-ST's? How many AT-AT's? How many probe droids? How many Snowspeeders? How many Tauntauns? How many turrets?

 

Suggestions:

 

1. I suggest four AT-ST's.

2. I suggest four AT-AT's.

3. I suggest six to eight probe droids.

4. I suggest four Snowspeeders.

5. I suggest four tauntauns.

6. I suggest four emplaced guns.

7. Put, many Snowtroopers as NPC's.

 

Reasons:

 

1. Four plus four equals eight. 8 Vs. 8. Some people could fight on foot.

2. Four plus four equals eight. 8 Vs. 8. Some people could fight on foot

3. Fun!!

4. You can have twelve different spots for the Rebels. Some might want to shoot the emplaced guns rather than ride a tauntaun.

5. You can have twelve different spots for the Rebels. Some might want to shoot the emplaced guns rather than ride a tauntaun.

6. You can have twelve different spots for the Rebels. Some might want to shoot the emplaced guns rather than ride a tauntaun.

7. It would make it look realistic.

 

Well that is it!! Please use some of these!!

:fett:

Link to comment
Share on other sites

"Neat trick: you can make a skybox show through fog as if nothing was in the way by inserting the nofog keyword into the sky shader file right after the surfaceparm statements!"

 

My point was that if you look at a sky surface through a fog brush you're not in it looks bloody odd. Mis-interpretation somewhere there methinks.

Link to comment
Share on other sites

Should I coppy my seige sugestions from the atat thread or do you already know them. Other suggestions for the map. Make it big, very very big, nothing like the original hoth siege, which is tiny and inacurate. lots of mountains and hilly alreas. Make small sniper platforms for the rebels. Gives loads of turrets to pound the atsts. and almost hide the beacons, put them in rocks and such. It's supposed to be a hidden base, u know. The Imperials should be able to get lost in the snow storm. Would make a great opertunity for rebels to take them out using snipers and such. Which could even out the battle.

Link to comment
Share on other sites

Autobot Traitor didnt the imperials in atats and atsts come from a star destroyer?? I was thinking about making a hangar from a star destroyer but not the whole thing or something and making more in echo base than just the hangar.

Admiral Chemix I would like to see your sugestions.

 

stats so far

brushes 1254

entities 278

Y 26624 to -26304

X 15808 to -13696

Z 3648 to -2240

Link to comment
Share on other sites

AT-AT's and AT-ST's are dropped off from drop ships that look like a huge torso section of an AT-AT which drop down on planets and release the vehicles.

 

Right now it doesnt look like anything too special. work on some more details like tubes and wires, better architecture and some snow formations. Maybe even a room with a 21-b droid and healing tube. Just looks a bit bland at the moment... and i see sparklies :'(

Link to comment
Share on other sites

:eek: its uber dude, why must you dis his awsome work?

 

 

anyways, are there really gonna be ATATs that you can drive? and also, I think you should make the imperial base like a giant version that ATATs could fit into of the pod from the doomgiver in jk2 that carried the atsts so to yavin.

 

keep up the good work:)

Link to comment
Share on other sites

Yeah, keep up the good work, and just wait with the counting of the number of AT-ATs.

It's great.

------------------------------------------------------------------------------------

But how to use the Hoth suit?

It's in OJP right? But how to use that?

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...