monsoontide Posted August 5, 2003 Share Posted August 5, 2003 Hello All, I've been away for some time but as the release of JKA draws cloer, I've been feverishly preparing a new SAGA map for everyone to enjoy. It's nearly done but there are a few things I am am still having problems with and I don't know if anyone has any answers. It's a multiplayer map for starters. 1. How can I/Is it possible to make a trigger that has to be activated by several other triggers first - i.e. a locked door that needs two or three switches thrown before it will open. 2. How the hell do you use ROFF files and can they be used in MP. 3. Can you make a FUNC_TRAIN rotate when it reaches a path_Corner? I will be releasing a whole slew of prefabs with this map - that I promised to release after the last map + a few new ones. I'm looking forward to scriptable MP and ridable vehicles in JKA MP. Also appologies to anyone I forgot to thank for helping with the last map. Anyone interested in my new map can check out some WIP screens at: http://sunburn54.tripod.com/mapping/ Monsoontide Link to comment Share on other sites More sharing options...
wedge2211 Posted August 5, 2003 Share Posted August 5, 2003 Hmmm...I don't know about ROFF files, but I think I can answer the other two questions... It's not possible to have multiple triggers that all must be tripped to open a door, so far as I know. There might be some sort of workaround solution to this...ooh! OOH! I've got it! Similar to my "triggerable" trigger_pushes in Mars. Check this idea...! 1. Make the door, and make a trigger_multiple to cause the door to open, instead of the standard touch field. Put the trigger_muttiple on the floor in front of the door, but only leave one grid unit of the trigger exposed above the floor. 2. Make a brush out of system/clip and place it in the same position as the trigger_multiple, but extending one grid unit above the trigger_multiple, and a little further out horizontally. Make this a func_door that opens down, silently, with a speed of 500. So, when the door is closed, it obscures the door trigger. 3. Make whatever func_button or trigger_multiple that will "unlock" the door. Target this at the clip door made in step 2. 4. Repeat steps 2 and 3 for as many buttons as you like! With the proper wait and delay values, players will have to trip all the buttons before they can trigger the door. In regards to the func_train rotating at a path_corner, the answer is a flat no. In JA, both those things could be done more easily with scripting in MP. Wait a month to release, there you go. Link to comment Share on other sites More sharing options...
monsoontide Posted August 5, 2003 Author Share Posted August 5, 2003 Hmmm - seems an interesting solution, and while I can't wait for JKA, I am also planning to get my map out before it's release - then perhaps follow up with an update for JKA. (Simply because I have other ideas for the new SIEGE gameplay mode in JKA) As I figured about func_trains. Ah well. Thanks for your help. Link to comment Share on other sites More sharing options...
<EJK>DevMapAll Posted August 12, 2003 Share Posted August 12, 2003 actually, I think there is a way to rotate....well, not rotate but turn the func_train. Select the path corner, open the entity properties window and select the TURN_TRAIN box (or alternately type the key spawnflags and the value 1) and the func_train should turn to face the next path_corner. Also, to have multiple switches, I think there's a way to do this using a target_counter, simmilar to a ladder level. Say you want to have three switches flipped. Connect all trigger_once/multiples to the target_counter, then open the entity properties window for the target_counter and type count as a key and 3 as a value. Now connect the target_counter to the door and there you go. [EDIT] d'oh! I checked all this using SP entities, not sure if there available in MP. I don't feel like changing project settings, quitting radiant and reloading it right now, sry.[/EDIT] Link to comment Share on other sites More sharing options...
Eldritch Posted August 13, 2003 Share Posted August 13, 2003 Originally posted by <EJK>DevMapAll [EDIT] d'oh! I checked all this using SP entities, not sure if there available in MP. I don't feel like changing project settings, quitting radiant and reloading it right now, sry.[/EDIT] Don't bother - it's not there, sadly. I wish it had been, myself. Link to comment Share on other sites More sharing options...
monsoontide Posted August 13, 2003 Author Share Posted August 13, 2003 It's a pity some of those things aren't in JK2 MP - however, I've managed to get some questions answered about Seige mode in JKA and it certainly seems to allow for all the things I want and more. (i.e. multiple buttons that require pressing in order to activate one objective, a map and pictures of objectives at the start of the match - so you know what you have to do, emplaced weapons and drivable vehicles!) In the meanwhile... Check out http://sunburn54.tripod.com/mapping/id11.html On the BAST CASTLE page for my last batch of screenshots regarding this current project. Some major changes have been implemented since these screens were taken but nothing that would be too noticeable in these screenshots. Plans are already underway for a full on JKA seige map!!! Monsoontide P.S. Any idea where to get information on ROFF files and how to use them? Link to comment Share on other sites More sharing options...
Leslie Judge Posted August 13, 2003 Share Posted August 13, 2003 In the Elite Force SDK there is a plugin for 3ds max that can save ROFF files from paths. Some say that is good for objects only. I hven't tried it so I can't say this is not true. MAybe you can use them for cameras as well. Sorry, but I don't know a link now. I'll update when I'll be at home. Link to comment Share on other sites More sharing options...
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