Manipulating Water - Is it possible
Moderator: Moderators
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agentmad007
- Brigadier General
- Posts: 570
- Joined: Tue Feb 24, 2004 3:52 pm
stargate_on:
$gate1 show // the stargate effect shows up
$gate1_tele triggerable // the teleporter is active
$gate1 playsound flush_gate1
wait .5
$gate1 playsound flush_gate2
wait .5
$gate1 playsound flush_gate3
wait 19
$gate1 hide // the sg effect is hidden
$gate1_tele nottriggerable // the teleporter is turned off
end
$gate1 show // the stargate effect shows up
$gate1_tele triggerable // the teleporter is active
$gate1 playsound flush_gate1
wait .5
$gate1 playsound flush_gate2
wait .5
$gate1 playsound flush_gate3
wait 19
$gate1 hide // the sg effect is hidden
$gate1_tele nottriggerable // the teleporter is turned off
end
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agentmad007
- Brigadier General
- Posts: 570
- Joined: Tue Feb 24, 2004 3:52 pm
LOL no french please, this was the reason for having to leave the high school
just "deux baguettes,svp" and "voulez vous couchez avec moi" ... and "tres bien", of course
I just couldn't resist after I had seen the "eau" in your shader
so, i'm looking forward to get a pretty stargate for the recycling bin!?
(@Shifty: yours is welcome, too!)
If u didn't yet, try to find the DM-teleporter there and to find a way to do something similar with your stargate (in case it was for multiplayer). Else, your players might be telefragging themselves.
so, i'm looking forward to get a pretty stargate for the recycling bin!?
(@Shifty: yours is welcome, too!)
If u didn't yet, try to find the DM-teleporter there and to find a way to do something similar with your stargate (in case it was for multiplayer). Else, your players might be telefragging themselves.
Well I found some new textures i can use for the puddle but i left em at work 
As soon as i sort this out (tomorrow i'll send it you wacko and i'll put it up here)
As soon as i sort this out (tomorrow i'll send it you wacko and i'll put it up here)
.MDT Webmaster, Mapper, Moddeler & Concept Artist
.Map Reviewer

http://www.shiftys-bunker.tk Under Construction
.Map Reviewer

http://www.shiftys-bunker.tk Under Construction
-
agentmad007
- Brigadier General
- Posts: 570
- Joined: Tue Feb 24, 2004 3:52 pm
huraaa ty shifty
wacko===> Voulez vous couchez avec moi Lmao how did you learn this sentence ( asong i guess!!!)
and i m doing a gate for multiplayer yes dont if you talking to me or shifty like the recycling bin ont know if my gate got this place there!
i m just a noob for the moment! hehe
Btw want to add some entitly light around the gate (chevron) can you tell me of to light them one by one then when all lights are ON the gate show
then make all shut down after 20 sec!
wish its not to difficult but those word: waitill trigger ,wait etc etc of scripting are not my friends for the moment!!!!
TY
Btw ===> dm teleporter ???? telefragging ? can yu explain what do you mean ?
i m just using the teleporter tuts of shifty ......and the script you seen ....
wacko===> Voulez vous couchez avec moi Lmao how did you learn this sentence ( asong i guess!!!)
and i m doing a gate for multiplayer yes dont if you talking to me or shifty like the recycling bin ont know if my gate got this place there!
i m just a noob for the moment! hehe
Btw want to add some entitly light around the gate (chevron) can you tell me of to light them one by one then when all lights are ON the gate show
then make all shut down after 20 sec!
wish its not to difficult but those word: waitill trigger ,wait etc etc of scripting are not my friends for the moment!!!!
TY
Btw ===> dm teleporter ???? telefragging ? can yu explain what do you mean ?
i m just using the teleporter tuts of shifty ......and the script you seen ....
Well this is how im gonna do it
As i'm doing a very simple gate I will have 2 sets of chevrons one not lit and 1 set lit up
I'll make both sets script object and hide the lit up chevrons when the gates not active and show the unlit chevrons
Then When the Gates Active i'll reverse the above
this will de done by using the hide/show line in the script and I don't currently have my notes so I don't remember the exact wording
As i'm doing a very simple gate I will have 2 sets of chevrons one not lit and 1 set lit up
I'll make both sets script object and hide the lit up chevrons when the gates not active and show the unlit chevrons
Then When the Gates Active i'll reverse the above
this will de done by using the hide/show line in the script and I don't currently have my notes so I don't remember the exact wording
.MDT Webmaster, Mapper, Moddeler & Concept Artist
.Map Reviewer

http://www.shiftys-bunker.tk Under Construction
.Map Reviewer

http://www.shiftys-bunker.tk Under Construction
-
agentmad007
- Brigadier General
- Posts: 570
- Joined: Tue Feb 24, 2004 3:52 pm
ok so if i well understand you ll got 2 chevron 1 always shown basic and one hide by a line script that will appear only if triggered and when trigger it will light!
i want to do a bit the same but with 7 chevron that we can show when inactive and when i trigger 7 entity light will show not athe same time but one by one then when all light up gate open
i m just waiting the script LOL ........hellllllllllp hehe
mmmmm other problem like always
creates a lot of custom glas textures no one want to work!!!!!!!
i explain : i set up the shader by a basic glass.shader .
in mohradiant it load when i applied its ok but When i deselct THE BRUSH it look INVISIBLE
its just the blue_glass wich dont work look my shader
thx!
i want to do a bit the same but with 7 chevron that we can show when inactive and when i trigger 7 entity light will show not athe same time but one by one then when all light up gate open
i m just waiting the script LOL ........hellllllllllp hehe
mmmmm other problem like always
creates a lot of custom glas textures no one want to work!!!!!!!
i explain : i set up the shader by a basic glass.shader .
in mohradiant it load when i applied its ok but When i deselct THE BRUSH it look INVISIBLE
its just the blue_glass wich dont work look my shader
Code: Select all
textures/stargate/glas
{
qer_editorimage textures/stargate/glas_rad.tga
qer_keyword window
qer_keyword glass
qer_trans .4
surfaceparm glass
{
map textures/mohcommon/envnormndy_day.tga
tcgen environment
alphagen const .2
blendFunc blend
}
{
map textures/stargate/glas.tga
depthWrite
alphaFunc GE128
nextbundle
map $lightmap
}
}
textures/stargate/blue_glas
{
qer_editorimage textures/stargate/blue_glas_rad.tga
qer_keyword window
qer_keyword glass
qer_trans .6
surfaceparm glass
{
map textures/mohcommon/envnormndy_day.tga
tcgen environment
alphagen const .2
blendFunc blend
}
{
map textures/stargate/blue_glas.tga
depthWrite
alphaFunc GE128
nextbundle
map $lightmap
}
}
whatever (working) stargate i would get for the bin, I'd be happy with
now, this'll be much pimping for the reycling bin:
entity lights can be found in the ring.pk3 in the recycling bin (:oops:)
about the glass, did the green one work, at least
telefragging happens when 2 players cross the teleporter one after the other too close: player#2 will be teleported on/into player#1 who did not yet move far enough and then player #1 is errm dead. I remember this as a common method of killing others in Doom I
, but nowadays, this should be avoided (esp. if teammates were killed
).
To avoid it, player#1 must have time enough to get away from the teleporter destination before player#2 arrives, and this could be done e.g. like that dm_teleporter map, errrm, at the recycling bin (:oops:
)
now, this'll be much pimping for the reycling bin:
entity lights can be found in the ring.pk3 in the recycling bin (:oops:)
about the glass, did the green one work, at least
telefragging happens when 2 players cross the teleporter one after the other too close: player#2 will be teleported on/into player#1 who did not yet move far enough and then player #1 is errm dead. I remember this as a common method of killing others in Doom I
To avoid it, player#1 must have time enough to get away from the teleporter destination before player#2 arrives, and this could be done e.g. like that dm_teleporter map, errrm, at the recycling bin (:oops:
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agentmad007
- Brigadier General
- Posts: 570
- Joined: Tue Feb 24, 2004 3:52 pm
sound dont work again dont know why !!!!!!!!
folder sound/amb/ unauthor.wav and alarm.wav are there!
is it something wrong on script ?
btw no one got an idea for light on one by one when i trigger ....
To Wacko ====> i did 2 room 2 stargate wich work fine when trigger and shutdown both at 20 sec so all script look ok
how can i guess you the .map and the pk3 to your recycling bin for others with all custom textures of me and shifty.........
Code: Select all
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" ""
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
////////////////////////////////////////////
//////////////SOUND///////////////
////////////////////////////////////////////
local.master = spawn ScriptMaster
local.master aliascache alarm sound/amb/alarm.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj"
local.master aliascache unauthor sound/amb/unauthor.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj"
level waittill prespawn
exec global/DMprecache.scr
level.script = "maps/dm/projet_stargate.scr"
$gate1 hide
$gate1_tele nottriggerable
level waittill spawn
end
////////////////////////////////////////////
///////////STARGATE////////////
////////////////////////////////////////////
stargate_on:
$gate1 show // the stargate effect shows up
$gate1_tele triggerable // the teleporter is active
$gate1 playsound unauthor
wait 1
$gate1 playsound alarm
wait 19
$gate1 hide // the sg effect is hidden
$gate1_tele nottriggerable // the teleporter is turned off
end
is it something wrong on script ?
btw no one got an idea for light on one by one when i trigger ....
To Wacko ====> i did 2 room 2 stargate wich work fine when trigger and shutdown both at 20 sec so all script look ok
how can i guess you the .map and the pk3 to your recycling bin for others with all custom textures of me and shifty.........
Right I'll get mine completed tonight
I'll release the test map with the Console, Stargate, ring Transporters and a little more...
So as I have allready made a teleport tutorial I'll write one up to explain how to get a stargate working in a map.
I'll put the pk3 up here for you to grab wacko and everyone to test...
ALSO
I been working on a site for the mod this is all for.
It'll have New Alien and Human Weapons with MP and Bot Maps. Hopefully.
Currently It's just me and Riggs Working on the mod.
Check it out http://www.shiftysbunker.pwp.blueyonder ... index.html
(Currently its just a layout)
I'll release the test map with the Console, Stargate, ring Transporters and a little more...
So as I have allready made a teleport tutorial I'll write one up to explain how to get a stargate working in a map.
I'll put the pk3 up here for you to grab wacko and everyone to test...
ALSO
I been working on a site for the mod this is all for.
It'll have New Alien and Human Weapons with MP and Bot Maps. Hopefully.
Currently It's just me and Riggs Working on the mod.
Check it out http://www.shiftysbunker.pwp.blueyonder ... index.html
(Currently its just a layout)
.MDT Webmaster, Mapper, Moddeler & Concept Artist
.Map Reviewer

http://www.shiftys-bunker.tk Under Construction
.Map Reviewer

http://www.shiftys-bunker.tk Under Construction
-
agentmad007
- Brigadier General
- Posts: 570
- Joined: Tue Feb 24, 2004 3:52 pm
