Search found 22 matches

by sirkilroy
Sun Sep 14, 2003 6:10 pm
Forum: Mapping
Topic: fps
Replies: 6
Views: 177

Thanks for the all the ideas

The use of multi-skyboxes sounds like what i do with the vis_leafgroups.

But yes I do have one BIG skybox that cover the whole map.
all of the map is above ground and inside large warehouse like buildings,so I can't get away with the more than one sky box.

Yes I do ...
by sirkilroy
Sat Sep 13, 2003 10:10 pm
Forum: Mapping
Topic: fps
Replies: 6
Views: 177

fps

what is the best ways to keep the FPS high in a Map?
I build large maps with look of detail on the building and by the time we get everything into the map we want the FPS starts to suck!!!

I use detail brushes corectly and vis_leafgroups but I just wanted to know if there are any other great way to ...
by sirkilroy
Sat Aug 23, 2003 5:00 pm
Forum: Scripting
Topic: Exploder Troubles
Replies: 2
Views: 101

Exploder Troubles

Everything that I have in my map that is an exploder lets the players Axis/Allies walk through them.

You can't see the explodersmashed or exploderchunks, and everything work fine, just player can move through the objects

This of course before the bombs go off, and they are gone after the bomb like ...
by sirkilroy
Sat Aug 16, 2003 3:20 am
Forum: Scripting
Topic: Sinking a Ship...can it be done
Replies: 11
Views: 277

Sinking

I thought of the movie, but we wanted the ship to Also trap and kill players that get caught in it when it sinks.

There are two objective in the map and this might not be the last one tripped.
by sirkilroy
Fri Aug 15, 2003 11:38 pm
Forum: Scripting
Topic: Sinking a Ship...can it be done
Replies: 11
Views: 277

that is what I was wondering, I have alot of doors and exploder stuff in the ship.

and I didn't know if it would work, just to move it with a script_orgin.

Alcoholic...... any chance we could get you to help us on this project?
we have about 3 mappers working on the design, but no one is really ...
by sirkilroy
Fri Aug 15, 2003 7:08 pm
Forum: Scripting
Topic: Sinking a Ship...can it be done
Replies: 11
Views: 277

Sinking a Ship...can it be done

I have Built a German Toredo Boat that will be the objective of the map.

Allies are to blow up the engine room, Script Object with exploder,explodersmashed and exploderchunk.

Can I then after the Bomb Blast can I make the WHOLE ship slowly sink?

Does any one want to help with the scripting if ...
by sirkilroy
Thu Aug 07, 2003 2:18 am
Forum: Scripting
Topic: Axis Only Trigger?
Replies: 4
Views: 133

thanks, But another question

Can I still use that if it is NOT the Objective?

Allies have the Objective to set, I just wanted the AXIS the be able to call in the planes for support.
by sirkilroy
Thu Aug 07, 2003 1:35 am
Forum: Scripting
Topic: Axis Only Trigger?
Replies: 4
Views: 133

Axis Only Trigger?

I am working on a map that will have two Stuka come by and bomb two set points on the map.

I want the AXIS to call these Planes by using the Radio (push_trigger)

I have it working BUT all players can use the trigger

How do I set it so ONLY THE AXIS can set the trigger?


thanks
-=|TFO|=- Kilroy
by sirkilroy
Sat Aug 02, 2003 4:19 am
Forum: Scripting
Topic: Text Message display after death
Replies: 6
Views: 303

Thanks Again.

I am going to try both and see which works the best
by sirkilroy
Wed Jul 30, 2003 10:47 pm
Forum: Scripting
Topic: Text Message display after death
Replies: 6
Views: 303

thanks I will give it a try
by sirkilroy
Tue Jul 29, 2003 10:04 pm
Forum: Scripting
Topic: Text Message display after death
Replies: 6
Views: 303

Text Message display after death

I have my script working for drowning a player when he falls into the ocean.
But when the player dies it just sends
"Player" blew up!!!
I would like to say something else!!, BUT HOW do you do that?

Here is what I have setup

I have it set up as follows
trigger_multiple (around the area I want to ...
by sirkilroy
Sat Jul 26, 2003 1:28 pm
Forum: Scripting
Topic: Area Damage
Replies: 3
Views: 273

Area Damage

I am trying to make the deep water in my map to slowly kill a player like he is drowning.

I have it set up as follows
trigger_multiple (around the area I want to kill)
targetname/hurtme
setthread/pain
wait/1

then the script added to the scr file (after the 'level waittill spawn')

pain:
$hurtme ...
by sirkilroy
Sat May 24, 2003 6:38 pm
Forum: Public Releases
Topic: Axis Bunker 1.1
Replies: 8
Views: 509

DB I got your email and have found the bugs that you pointed out. and we are working to fix them.

Some players say they like the darker maps (better for sniping I guess)

But for game-play reason I think I am going to "lightin" it up some more.


Thanks for all the feed-back, and look for a ...
by sirkilroy
Thu May 22, 2003 6:15 pm
Forum: Public Releases
Topic: Axis Bunker 1.1
Replies: 8
Views: 509

Axis Bunker 1.1

New Objective Map released from TeamForceOne.com

Axis defend a trasin bunker and weapons factory from the Allies.
Large above ground open areas.
Lots of underground tunnels and bunkers.
secert stuff hid everywhere.


stop by and download the map, tell us what you think of it

http://www ...
by sirkilroy
Wed Apr 30, 2003 8:03 pm
Forum: Scripting
Topic: Custom Multiplayer Taunts
Replies: 1
Views: 147

Custom Multiplayer Taunts

How would I go about ADDing more Taunts to the Multiplayer part of MOHAA.

I know all players that want to here the sounds would need the files, but what do I edit and where do the sounds files go?

I have alot of great taunts from other games mods that would work great in MOHAA/SH.

Just need and ...