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the cube beta
Posted: Thu Jan 20, 2005 1:40 am
by wacko
Kind of beta of a little map I've done today: Check it out and tell me ur first impressions
THE CUBE (AA, FFA, 540kB)

Posted: Thu Jan 20, 2005 3:19 am
by hogleg
Very cool!
Keeped looking for the answer?
Its like a unsolvable maze or am I missing something?
Posted: Thu Jan 20, 2005 12:09 pm
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....
Posted: Thu Jan 20, 2005 12:13 pm
by Mj
Lol! Nice work on the elevators
Posted: Thu Jan 20, 2005 12:14 pm
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...

Posted: Thu Jan 20, 2005 2:49 pm
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!

Is there a copyright?
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

water
Posted: Thu Jan 20, 2005 5:53 pm
by tltrude
Fill the shaft with water, ha ha.
Posted: Thu Jan 20, 2005 8:07 pm
by Green Beret
can u increase water hieght?that would be cool to have a trigger fill the shaft

Re: water
Posted: Thu Jan 20, 2005 8:38 pm
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
K. I'll give it a try. But then, I must deactivate the spawnpoints once they are underwater. Can u tell me how?
Posted: Thu Jan 20, 2005 8:40 pm
by Master-Of-Fungus-Foo-D
$water moveup 900
$underwaterspawn disablespawn
Posted: Thu Jan 20, 2005 8:45 pm
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!

Is there a copyright?
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
Code: Select all
$elevator thread blah
blah:
self douyourthing
or if its an exec for the global or anims..
Code: Select all
//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]
Posted: Thu Jan 20, 2005 8:56 pm
by wacko
Master-Of-Fungus-Foo-D wrote:i think this is right
Code: Select all
$elevator thread blah
blah:
self douyourthing
hehe, it ain't that easy unfortunately. the elevators could be done that way, but the doors? there surely is a pretty way to turn the mess into a clean script. But it's working, so there's no real need, rather esthetics...
Posted: Thu Jan 20, 2005 9:27 pm
by wacko
Master-Of-Fungus-Foo-D wrote:$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?

Posted: Thu Jan 20, 2005 10:37 pm
by Mj
N00b scripter here, but how about wait X then apply the damage?
Posted: Thu Jan 20, 2005 11:21 pm
by Green Beret
lmao yea,acid bath,have smoke coming off them
