the cube beta

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wacko
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the cube beta

Post by wacko »

Kind of beta of a little map I've done today: Check it out and tell me ur first impressions :wink: THE CUBE (AA, FFA, 540kB)

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hogleg
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Post by hogleg »

Very cool!

Keeped looking for the answer?
Its like a unsolvable maze or am I missing something?
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Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

no it isnt a ,aze... it is a series of floors connected by two evelators going up and down diagonally and connecting the stories of blocks... nice wacko... but its kinda boring... it needs something more....
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Mj
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Post by Mj »

Lol! Nice work on the elevators
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Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

yes... those are nice elevators... i d do something like that but i always do something to mess up the script... :?
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wacko
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Post by wacko »

Master-Of-Fungus-Foo-D wrote:it is a series of floors connected by two evelators going up and down diagonally and connecting the stories of blocks
Hey, thanks. I couldn't think of a good description, and here it is! :D Is there a copyright? :P
Master-Of-Fungus-Foo-D wrote:... but its kinda boring... it needs something more....
well, I thought of ... errrm ... players?! :? But maybe u're right and this is not enough. So, what did u have in mind, for example?

I added another 2 elevators to make them four all together. Now the script is, well, not very pretty. If one of the scripting geniuses could take a look and tell me how to do it with 'self', because all elevators do the same... The new thecube.pk3 has the same link, map file included of course 8-)
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tltrude
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water

Post by tltrude »

Fill the shaft with water, ha ha.
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Green Beret
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Post by Green Beret »

can u increase water hieght?that would be cool to have a trigger fill the shaft :lol:
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wacko
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Re: water

Post by wacko »

tltrude and Green Beret wrote:Fill the shaft with water and increase water height
Hope u don't mind being put in 1 quote :wink:
K. I'll give it a try. But then, I must deactivate the spawnpoints once they are underwater. Can u tell me how?
Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

$water moveup 900
$underwaterspawn disablespawn
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Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

Wacko wrote:
Master-Of-Fungus-Foo-D wrote:it is a series of floors connected by two evelators going up and down diagonally and connecting the stories of blocks
Hey, thanks. I couldn't think of a good description, and here it is! :D Is there a copyright? :P
Master-Of-Fungus-Foo-D wrote:... but its kinda boring... it needs something more....
So, what did u have in mind, for example?
Wacko wrote: If one of the scripting geniuses could take a look and tell me how to do it with 'self'
i think this is right

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$elevator thread blah
blah:
self douyourthing
or if its an exec for the global or anims..

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$elevator exec global/blah.scr

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//global/blah.scr
main:
self doyourthing

and i think it needs to be more "bunkery" like secret rooms... or depots ar caches or something along those lines...[/code]
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The Fungus Theme song!!!

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wacko
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Post by wacko »

Master-Of-Fungus-Foo-D wrote:i think this is right

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$elevator thread blah
blah:
self douyourthing
hehe, it ain't that easy unfortunately. the elevators could be done that way, but the doors? there surely is a pretty way to turn the mess into a clean script. But it's working, so there's no real need, rather esthetics...
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wacko
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Post by wacko »

Master-Of-Fungus-Foo-D wrote:$underwaterspawn disablespawn
mmm. give multiple spawnpoints the same targetname to dis-/enable them all together. seems to work... :?
then. is there a way to give the player that drowning effect? at the moment, i have a trigger_multiple with a volumedamage, but that's rather like taking a bath in acid. Somebody knows a map where players drown nicely? :wink:
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Mj
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Post by Mj »

N00b scripter here, but how about wait X then apply the damage?
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Post by Green Beret »

lmao yea,acid bath,have smoke coming off them :P
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