alpha shopping center for testing
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Balr14, ty for this quick 'review' and tips!
As it is said up above, this is a pre-alpha which I just posted to find out whether this would be accepted at all: We (a friend of mine and me) would have finished this project anyway for our privat LAN-sessions, but after having something launchable, we thought it would be interesting to hear what you say!
Now, looking at this very early version, you're right. It is too small and too dark! But as mentioned, it will be brighter in the beta version and also there will be more shops and hallways, even an elevator (thanks to nuggets!!!) and maybe even the escalators will run!
As for the textures, I can tell you, that one of the best parts of mapping is - for us - to create our custom textures! The pk3 is getting bigger and bigger
So tyvm(!) for your offer, but we'll do it ourselfs. No offense!!
P.S.: Your HL map looks great, I'm sorry I didn't have it, once I was 'half-lifing'
P.P.S.: As far as I can remember the HL-engine, this tree is REALLY nice.
As it is said up above, this is a pre-alpha which I just posted to find out whether this would be accepted at all: We (a friend of mine and me) would have finished this project anyway for our privat LAN-sessions, but after having something launchable, we thought it would be interesting to hear what you say!
Now, looking at this very early version, you're right. It is too small and too dark! But as mentioned, it will be brighter in the beta version and also there will be more shops and hallways, even an elevator (thanks to nuggets!!!) and maybe even the escalators will run!
As for the textures, I can tell you, that one of the best parts of mapping is - for us - to create our custom textures! The pk3 is getting bigger and bigger
So tyvm(!) for your offer, but we'll do it ourselfs. No offense!!
P.S.: Your HL map looks great, I'm sorry I didn't have it, once I was 'half-lifing'
P.P.S.: As far as I can remember the HL-engine, this tree is REALLY nice.
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nuggets
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i've come across a bit of a problem...
but hopdfully nothing i can't sort
, when looking for certain script_objects origins it wlil sometimes move it 1 off on it's axis, therefore buggering my whole script, i'm having to make all the escalator stairs in script to make sure this doesn't happen
but on a lighter note, what exactly did you want this chair to do once pushed, don't know why i didn't see that thread before but it's EASY!!!, just about 10 lines of script (should be anyway)
once i understand exactly what you want (i.e. do you want the chair to go around a room or just fall over?) i'll stick you a script on here
but hopdfully nothing i can't sort
but on a lighter note, what exactly did you want this chair to do once pushed, don't know why i didn't see that thread before but it's EASY!!!, just about 10 lines of script (should be anyway)
once i understand exactly what you want (i.e. do you want the chair to go around a room or just fall over?) i'll stick you a script on here
hope this helps, prob not cos it's all foreign 2 me :-/
I thought of s/th like the func_pushable in HL. They didn't fall over but moved when they were pushed. Mostly it was used to push/pull crates to another place to gain access to higher levels or to get over toxic waste.
If it makes a difference in scripting: Having one chair pushable makes no sense, either all or none, and there are many as you might have seen!
Do you know, what the func_pushobject is good for? Couldn't find anything about it in the web. Is there a complete list of scripting commands, entities and stuff somewhere? I just know the Quake3 manual by Paul Jaquard but that isn't complete by far
If it makes a difference in scripting: Having one chair pushable makes no sense, either all or none, and there are many as you might have seen!
Do you know, what the func_pushobject is good for? Couldn't find anything about it in the web. Is there a complete list of scripting commands, entities and stuff somewhere? I just know the Quake3 manual by Paul Jaquard but that isn't complete by far
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nuggets
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//if it's not built into Radiant, just make it yourself 
/*what you will need make the pushable object
create a chair,
key: targetname
value: chair //this can be changed but you will need to amend the script at point **1**
------------
create a small square brush the same size as the chair (height may be flat)
key: targetname
value: chair_spot //this can be changed but you will need to amend the script at point **2**
------------
create the trigger, same size as the chair (trigger->use)
key: targetname
value: chair_trigger //this can be changed but you will need to amend the script at point **3**
key: setthread
value: mover //this can be changed but you will need to amend the script at point **4**
------------
copy all this script!!!
*/
main:
//edit these bits -v-v-v-
level.object = $chair //**1**<---but only the end bit!
level.object_spot = $chair_spot //**2**<---but only the end bit!
level.object_trigger = $chair_trigger //**3**<---but only the end bit!
//edit these bits -^-^-^-
level.object_trigger bind level.object
level.object_spot notsolid
//level.object_spot hide
end
object_move_spot:
local.angles = (vector_toangles ($player.origin - self.origin))
self.angles = (0 (local.angles[1]+180) 0)
self speed 1000
self moveforward 16
self waitmove
end
object_move:
self speed 48
self moveto ((level.object_spot.origin[0]) (level.object_spot.origin[1]) (self.origin[2]))
self waitmove
end
//-^-^-^-^-^-^-^-^-^-^-^-this bit will only be needed once-^-^-^-^-^-^-^-^-^-^-^-
//-v-v-v-this bit will be the only script you use for each pushable entity-v-v-v-
mover: //**4**
level.object_spot thread object_move_spot //these bits you will need to edit if giving it new names
wait 0.01
level.object thread object_move
// level.object playsound //this will have to be defined by the scripter depending on what you want to push
end
//only problem at the moment the pushable_entity will go through walls, nothing a collision_entity won't cure
here's what i came up with, the func_pushobject just hasn't been scripted,
/*what you will need make the pushable object
create a chair,
key: targetname
value: chair //this can be changed but you will need to amend the script at point **1**
------------
create a small square brush the same size as the chair (height may be flat)
key: targetname
value: chair_spot //this can be changed but you will need to amend the script at point **2**
------------
create the trigger, same size as the chair (trigger->use)
key: targetname
value: chair_trigger //this can be changed but you will need to amend the script at point **3**
key: setthread
value: mover //this can be changed but you will need to amend the script at point **4**
------------
copy all this script!!!
*/
main:
//edit these bits -v-v-v-
level.object = $chair //**1**<---but only the end bit!
level.object_spot = $chair_spot //**2**<---but only the end bit!
level.object_trigger = $chair_trigger //**3**<---but only the end bit!
//edit these bits -^-^-^-
level.object_trigger bind level.object
level.object_spot notsolid
//level.object_spot hide
end
object_move_spot:
local.angles = (vector_toangles ($player.origin - self.origin))
self.angles = (0 (local.angles[1]+180) 0)
self speed 1000
self moveforward 16
self waitmove
end
object_move:
self speed 48
self moveto ((level.object_spot.origin[0]) (level.object_spot.origin[1]) (self.origin[2]))
self waitmove
end
//-^-^-^-^-^-^-^-^-^-^-^-this bit will only be needed once-^-^-^-^-^-^-^-^-^-^-^-
//-v-v-v-this bit will be the only script you use for each pushable entity-v-v-v-
mover: //**4**
level.object_spot thread object_move_spot //these bits you will need to edit if giving it new names
wait 0.01
level.object thread object_move
// level.object playsound //this will have to be defined by the scripter depending on what you want to push
end
//only problem at the moment the pushable_entity will go through walls, nothing a collision_entity won't cure
here's what i came up with, the func_pushobject just hasn't been scripted,
hope this helps, prob not cos it's all foreign 2 me :-/
omg thanks for all the work!
Where did I activate the func_scriptexploder
...but this looks like too much work to do for about 12 tables + 48 chairs, and for just making the map a little prettier...
And though I might put a collision_entity at every wall in atleast 2 floors in the whole building, I probably couldn't prevent chairs move through other chairs, which would look worse than chairs glued to the floor. I rather change them to s/th looking more fixed (a bench...) which would be also good for the framerate.
Thanks again and don't feel offended but I thought, you just tell me s/th to activate the secret powers of the func_pushobject
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nuggets
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lol, no offence at all, it might b a bit too much for all that, but that script will run all the chairs, not just one of them
i hope 
ermmm... about the func_doesn't workpush object, i think it's something to do with that monkey we all see when compiling,
maybe there really is a monkey
ermmm... about the func_doesn't workpush object, i think it's something to do with that monkey we all see when compiling,
hope this helps, prob not cos it's all foreign 2 me :-/
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Bjarne BZR
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