Speed walls/floors...
Moderator: Core Staff
Speed walls/floors...
Hey all, I just would like too know how do I make a wall in a semi circle? Erm, like ib_liam, the green wall you have too speed run around after the 3rd or 4th bounce. Also, speed floors like on to_the_moon intermediate & advanced, where you have too run up the floor to land on moon? I'm quite new too mapping as you can probably see, lol. I watched a YouTube tutorial on how too make a bendy/shaped wall, but everytime I click anything on the patch tab, it turns out completly different to when the dude in the tutorial does it. The click something like patch, bevel after lining the wall up and it turns out perfectly where they only need to rotate/move into posision but when I do it, the wall either turns out the wrong way around or too thin. Thanks all!
Re: Speed walls/floors...
With the patch selected just hit Ctrl-I and that will invert the direction the texture faces. Also you can use the thicken tool if it's to thin.
Re: Speed walls/floors...
Hey, how do I use the thinning tool? 0_ofishy wrote:With the patch selected just hit Ctrl-I and that will invert the direction the texture faces. Also you can use the thicken tool if it's to thin.
Re: Speed walls/floors...
I figured out making curved walls, thank you. Can anyone help with making a speed floor please?
Re: Speed walls/floors...
here is the script i used for mp_to_the_moon. You need to add the thread first in your
gsc file. somethign like this:
So to use this, make a box around a platform. right click on 2d grid > trigger> multiple.
then highlight it, and hit N. enter KEY: targetname VALUE:svt_accelerate_1
gsc file. somethign like this:
Code: Select all
main()
{
maps\mp\_load::main();
game["allies"] = "marines";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "desert";
game["axis_soldiertype"] = "desert";
setdvar( "r_specularcolorscale", "1" );
setdvar("r_glowbloomintensity0",".25");
setdvar("r_glowbloomintensity1",".25");
setdvar("r_glowskybleedintensity0",".3");
setdvar("compassmaxrange","1800");
thread speed();
}
speed()
{
trigger = getent("svt_accelerate_1","targetname");
while(1)
{
trigger waittill ("trigger",player);
i=12;
while(i > 8 && player isOnGround())
{
player SetMoveSpeedScale(i);
wait(.05);
}
player SetMoveSpeedScale(1);
wait(2);
}
}
So to use this, make a box around a platform. right click on 2d grid > trigger> multiple.
then highlight it, and hit N. enter KEY: targetname VALUE:svt_accelerate_1
Re: Speed walls/floors...
the "speed floor" is a scriptpjchucky wrote:I figured out making curved walls, thank you. Can anyone help with making a speed floor please?
first learn something easier like a text
The first step is to create a game script file with your level's name in the filename. It goes in the following game directory:
\raw\maps\mp\mp_yourmap.gsc
Then paste this code in
Code: Select all
main()
{
maps\mp\_load::main();
game["allies"] = "marines";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "desert";
game["axis_soldiertype"] = "desert";
setdvar( "r_specularcolorscale", "1" );
setdvar("r_glowbloomintensity0",".25");
setdvar("r_glowbloomintensity1",".25");
setdvar("r_glowskybleedintensity0",".3");
setdvar("compassmaxrange","1800");
}
-TEXT MESSAGE
In radiant:
create a multiple trigger --> press N --> key: targetname, value: text1
Scripting:
Open your mp_yourmap.gsc
and add this code:
Code: Select all
main()
{
thread text();
}
text()
{
trigger = getent("text1","targetname");
while (1)
{
trigger waittill ("trigger", user);
user iprintlnbold ("Goro is AMAZING!");
}
}
The final code should be this
Code: Select all
main()
{
maps\mp\_load::main();
ambientPlay("ambient_backlot_ext");
game["allies"] = "marines";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "desert";
game["axis_soldiertype"] = "desert";
setdvar( "r_specularcolorscale", "1" );
setdvar("r_glowbloomintensity0",".25");
setdvar("r_glowbloomintensity1",".25");
setdvar("r_glowskybleedintensity0",".3");
setdvar("compassmaxrange","1800");
thread text();
}
text()
{
trigger = getent("text1","targetname");
while (1)
{
trigger waittill ("trigger", user);
user iprintlnbold ("Goro is AMAZING!");
}
}
the last step is to add this line
Code: Select all
rawfile,maps/mp/mp_yourmap.gsc
Re: Speed walls/floors...
Hey, thanks but it doesn't work. I put the trig around the platform I wanted too accelerate (trig_multiple), entered the key and value, updated my GSC but it just don't work for some reason. I added you on Xfire, hope you can help. Thanks again =)Vartazian wrote:here is the script i used for mp_to_the_moon. You need to add the thread first in your
gsc file. somethign like this:
Code: Select all
main() { maps\mp\_load::main(); game["allies"] = "marines"; game["axis"] = "opfor"; game["attackers"] = "axis"; game["defenders"] = "allies"; game["allies_soldiertype"] = "desert"; game["axis_soldiertype"] = "desert"; setdvar( "r_specularcolorscale", "1" ); setdvar("r_glowbloomintensity0",".25"); setdvar("r_glowbloomintensity1",".25"); setdvar("r_glowskybleedintensity0",".3"); setdvar("compassmaxrange","1800"); thread speed(); } speed() { trigger = getent("svt_accelerate_1","targetname"); while(1) { trigger waittill ("trigger",player); i=12; while(i > 8 && player isOnGround()) { player SetMoveSpeedScale(i); wait(.05); } player SetMoveSpeedScale(1); wait(2); } }
So to use this, make a box around a platform. right click on 2d grid > trigger> multiple.
then highlight it, and hit N. enter KEY: targetname VALUE:svt_accelerate_1
EDIT: I fixed it, thank you. xD
-
- Core Staff
- Posts: 13313
- Joined: April 13th, 2005, 8:22 pm
- Location: UK, London
Re: Speed walls/floors...
Code: Select all
speed()
{
trigger = getent("svt_accelerate_1","targetname");
while(1)
{
trigger waittill ("trigger",player);
i=12;
while(i > 8 && player isOnGround())
{
player SetMoveSpeedScale(i);
wait(.05);
}
player SetMoveSpeedScale(1);
wait(2);
}
}
What if the player touches the trigger and turns around?
I can't help but think this would be improved using a "while - player isTouching(area)" type of code and then setting a fixed area for the player to run in. Also, this code will be paused and only the first player to trigger it will be able to use it. Again, it would surely be best to pass the player to another function when triggered.
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