Search found 27 matches

by Phantomwarrior
Tue Aug 21, 2007 5:16 pm
Forum: Scripting
Topic: Script for a No Weapons Map Level
Replies: 1
Views: 451

Script for a No Weapons Map Level

We, Stalker and I have been helping a friend that is building a three-story building used for a halfway house for battered women, rehab facility, and also for homeless minors that have become wards of the Courts . We will be using a map level that is built from actual architectural prints of the ...
by Phantomwarrior
Tue Aug 21, 2007 2:57 pm
Forum: Scripting
Topic: Hide Broken Windows after Explosion!
Replies: 14
Views: 1400

Yes, we have tried health, but, it does not seem to effect the broken window script object probably because of being a nonsolid entity. :( There has to be a way to hide them in the event of explosion of the number set for that exploder. We just have not found the script language that will do that ...
by Phantomwarrior
Wed Jul 04, 2007 9:40 pm
Forum: Scripting
Topic: Hide Broken Windows after Explosion!
Replies: 14
Views: 1400

Stalker and I wish that you have a happy 4th of July! We will post some of the work that we have to date on our new level after the Holiday. The new level is named "Vom_Kakteengarten" after an actual town north of the fictitious location of Der_Vorposten (Point Lighthouse). These are in Southern ...
by Phantomwarrior
Wed Jul 04, 2007 7:18 pm
Forum: Scripting
Topic: Hide Broken Windows after Explosion!
Replies: 14
Views: 1400

If a scripting guru could come up with a link to a specific global exploder, it could not only be used to delete the broken windows, but it could also be used to trigger events like falling trees, func objects flying through the air, walls that fall over and remain collapsed in the level, sounding ...
by Phantomwarrior
Wed Jul 04, 2007 4:57 pm
Forum: Scripting
Topic: Hide Broken Windows after Explosion!
Replies: 14
Views: 1400

The windows that we are using on the train are custom made in Photoshop. There really were no stock windows that worked for the train since most of them are for buildings. The shader scripts are pretty much the same as the ones used in mohaa for windows, but the textures are completely custom. We ...
by Phantomwarrior
Wed Jul 04, 2007 8:25 am
Forum: Scripting
Topic: Hide Broken Windows after Explosion!
Replies: 14
Views: 1400

We have drawn a blank on this one! Usually after trial and error we get something to work. But, this doesn?t seem to be as straight forward as just deleting the broken window entities since they need to go away at the event of the explosion of exploder set# 2 (the train trestle bridge). As you know ...
by Phantomwarrior
Sun Jul 01, 2007 5:37 am
Forum: Scripting
Topic: Hide Broken Windows after Explosion!
Replies: 14
Views: 1400

doesn't work right, but this gives me an idea for later; first we need to solve this problem, the script that you suggested causes the bomb to go off at level spawn and it does delete the broken windows along with executing all the exploder stuff. But after setting the plant bomb trigger the ...
by Phantomwarrior
Sat Jun 30, 2007 9:03 am
Forum: Scripting
Topic: Hide Broken Windows after Explosion!
Replies: 14
Views: 1400

The unbroken func window targets the targetname of the broken window so that leaves the func unbroken window able to use targetname exploder with set#. But the targetname of the broken window is unique to the target of the unbroken func window and can not use a second targetname exploder with a set ...
by Phantomwarrior
Fri Jun 29, 2007 6:02 am
Forum: Scripting
Topic: Hide Broken Windows after Explosion!
Replies: 14
Views: 1400

Hide Broken Windows after Explosion!

After Der Vorposten, Stalker and I went back to the drawing table and have created the second map in a series of 3 for this scenario. We have included a train and a bridge to blow up as objectives in a mountain village setting. The new map is intense objective play and all of the exploder stuff ...
by Phantomwarrior
Mon Oct 23, 2006 5:09 pm
Forum: Mapping
Topic: Free-for-All server Start Point Problem
Replies: 6
Views: 606

Deathmatch Spawnpoint Problem Solved!

:lol: Thanks guys for the advice. I don?t know why, but my version of radiant only has start, allied, and axis in the info select window. But I was able to solve the problem by selecting axis and allied spawn points and in the entity window change the Value from info_player_allied (or axis) to info ...
by Phantomwarrior
Sun Oct 22, 2006 11:07 pm
Forum: Mapping
Topic: Free-for-All server Start Point Problem
Replies: 6
Views: 606

Deathmatch Spawnpoints?

I didn't know that there were deathmatch designated spawnpoints. Our map had a Start Spawnpoint, 16 Allied Spawnpoints, and 16 Axis Spawnpoints. If there is such a thing as Deathmatch Spawnpoints, where do we find them and do we have to create a separate map with the deathmatch spawnpoints. As I ...
by Phantomwarrior
Sun Oct 22, 2006 3:09 pm
Forum: Mapping
Topic: Free-for-All server Start Point Problem
Replies: 6
Views: 606

Free-for-All server Start Point Problem

:( We have built a map and it works very well in almost every aspect except that when we run it on a server for Free-For-All, all of the players spawn at the start entity. I play Free-For-All servers quite often and none of them have this problem. Team-Death-Match starts players at the Multi-Player ...
by Phantomwarrior
Tue Oct 17, 2006 3:27 am
Forum: Bragging
Topic: Der Vorposten coming in August 2006
Replies: 12
Views: 3404

Download and Server for Der Vorposten

Stalker and I felt somewhat guilty that we didn?t make the promised Aug. 2006 deadline. And we were excited about getting Der Vorposten out for game play, so we released the first download prematurely because the map still needed a little tweaking yet. Nevertheless, We will soon set up a server with ...
by Phantomwarrior
Sat Oct 14, 2006 6:28 pm
Forum: Bragging
Topic: Der Vorposten coming in August 2006
Replies: 12
Views: 3404

Reply to Review for DV V2

Thanks PKM?coming from you that means a lot! We hope that others will download this map level and enjoy playing on it. It has never been tested for large multiplayer use?.but, we are hopeful that it will play well with 30 players on TDM since that was it?s intended design use.
This map was inspired ...
by Phantomwarrior
Tue Mar 28, 2006 4:51 pm
Forum: Mapping
Topic: Leaning Ladder with no func ladder entity
Replies: 14
Views: 532

Just the ladder and for multiplayer!

We don't need to change the player speed for the whole map, just the area going up and down the ladder for all players in a multiplayer level. I am very new to mapping, but I'm learning as we go. My experience in scripting is limited so far, so it would be nice if some guru could offer an example to ...