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Posted: Fri Oct 31, 2003 8:11 pm
by Franaticus Satanii
Yeah, please send me what you were playing with. This way I can see how to add a little more "effect" to the exploder.
Thanks.
BTW - I put my first map up for review in the map review forum.

It has a pretty decent script in it (i had help from bdbodger and tltrude), but you may want to check it out and give me a critique. It is a MOH:AA TDM style map of the Birkenau concentration camp. I'm kind of anxious to see what people say about my stuff by people who know their stuff
You can dl it here:
http://rsha.cyberseals.net/user-rsha-birkenau.pk3
PS - am I allowed to show off my work here..or is it against the rules....I don't want to piss anyone off. It still has to do with scripting examples.
Posted: Sat Nov 01, 2003 3:14 pm
by bdbodger
Very well done ! . And not over done like some maps I have seen . Well laid out and good frames per second too . I did see a crate in one of the storage sheds with a missing texture and some z fighting on the roofs of the prisoner barracks . The flak gun was too high above the base but hardly noticable . The storage shed design did repete a bit but not too bad . I like it good job !!!!
Posted: Sat Nov 01, 2003 3:26 pm
by smartaiguy
Im checking it out now!!
Though I always have problems with dogs in multiplayer so I removed them.
Posted: Sat Nov 01, 2003 5:26 pm
by Franaticus Satanii
Thanks for the reviews!!!!
I appreciate all your comments.
The missing texture is a signature texture that I accidently ommited from the release (of all things). I will remedy that the next version.
I'm not sure what "z fighting" is. Any help?
Thanks.
damage
Posted: Sat Nov 01, 2003 6:42 pm
by tltrude
You should use the "origin" entity for the damage too. I would just use a script_origin for the sound and damage. That way you wouldn't have to set it to be a dummy model.
random_explode1:
wait (randomfloat 13 + 23)
$random_explode1_origin playsound leadinmp
wait 1
$random_explode1 anim start // entity in the map must have this targetname.
radiusdamage
$random_explode1_origin 256 384
goto random_explode1
end
If you decompile the obj_team3 bsp, You can see that there are two entities for every ramdom explosion spot. The origin one is above the exploder one--about 64 units.
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Nemisis has a map for his tutorial too, but it has no leadin sound.
http://users.1st.net/kimberly/Tutorial/ ... osions.zip
Posted: Sun Nov 02, 2003 3:48 am
by bdbodger
Z fighting is when two textures that are on the same plane fight with each other to show them selves . Like when you don't miter a corner and the brushes overlap . I think you need to raise the roof so that it does not overlap the wall because the front edge of the roof and the top of the wall overlap and the textures fight with each other .
Random_shell_fire
Posted: Sun Nov 02, 2003 6:05 am
by tltrude
I went ahead and made a tutorial map for random shell fire. It has four different types of explosions. The .map file, playable pk3, and a text version of the script are included in the zip. One explosion (the higgins boat) did not have its own sound, so I added that.
http://pages.sbcglobal.net/tltrude/Temp ... l_fire.zip
