
d4rfnader
Joined: Jul 16, 2010
Open mouth, insert sandwhich.
|
Posted: Aug 13, 2010 02:36 PM
Msg. 1 of 58
this is a beta of my firefight-cryobay it's not done because some of the encounters still need tweaking but that's why i'm uploading it so report and bugs or exceptions on this topic or on my xfire username: d4rfnader known bugs: some of the encounters don't move until they see you, the elite animations are messed up i used classic elites with ftd spartn's animations, the smg firing sound is garbage, and the firefight starting voice doesn't always play at the beginning. dl link: http://www.mediafire.com/?ngly88wtsd0z6axfinal version released: http://www.mediafire.com/?lx1ng595b9t46dxthis final version includes all of the scripts and hud messages and is left unprotected so you can modify it as you want to, as with the last release please credit your source(s) credits: spartan 094: i think did the shaders fore the br. [ASP]: for basically all the tags used in this map. gamma: for putting up with me. the smg im not sure who it belongs to i never found out who the author was. jesse: for the hud. and me: scripting, and level population. [odst]do: the carbine. sphinxbio, jesse, shadowslayer, xxx-mangenkyo, hitler: hayabusa armour. CMT: elites ifafudafi: plasma pistol fx also, please tell me how i could make it better and more or less challenging when i release the final version it will use cmt's elites. also if you extract the tags from this map please properly credit your source(s) Edited by d4rfnader on Aug 16, 2010 at 08:52 PM
|
|
|

Advancebo
Joined: Jan 14, 2008
|
Posted: Aug 13, 2010 02:45 PM
Msg. 2 of 58
pics and video.
|
|
|

d4rfnader
Joined: Jul 16, 2010
Open mouth, insert sandwhich.
|
Posted: Aug 13, 2010 02:46 PM
Msg. 3 of 58
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Aug 13, 2010 05:28 PM
Msg. 4 of 58
For the starting firefight sound, open the .sound tag and set the type at the top to scripted dialog force unseen.
|
|
|

d4rfnader
Joined: Jul 16, 2010
Open mouth, insert sandwhich.
|
Posted: Aug 13, 2010 05:30 PM
Msg. 5 of 58
thanks
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Aug 13, 2010 05:39 PM
Msg. 6 of 58
If that doesn't work, change it to scripted effect. Sorry I didn't mention that in my prior post D:
|
|
|

d4rfnader
Joined: Jul 16, 2010
Open mouth, insert sandwhich.
|
Posted: Aug 13, 2010 05:44 PM
Msg. 7 of 58
lol its alright im fixing some of the problems right now in fact like changing the elites to cmt's and making it so the carbine doesn't jab out of their stomach.
edit: fixing a lot of the problems now trying to figure out how to fix the smg sounds switched the elites out, fixed the jackal shield problem (i hope) and am thinking about adding brutes, after tweaking the tags. Edited by d4rfnader on Aug 13, 2010 at 06:13 PM
|
|
|

Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
|
Posted: Aug 13, 2010 09:01 PM
Msg. 8 of 58
use the ai magically see player script, make the cryo bay doors locked from your side but the enemy can come in using the oher side
|
|
|

d4rfnader
Joined: Jul 16, 2010
Open mouth, insert sandwhich.
|
Posted: Aug 13, 2010 10:20 PM
Msg. 9 of 58
oh ok thanks i completely forgot about the script.
|
|
|

remixdvd
Joined: Jun 25, 2010
I'm Not A Noob
|
Posted: Aug 13, 2010 10:27 PM
Msg. 10 of 58
very nice keep it up
|
|
|

d4rfnader
Joined: Jul 16, 2010
Open mouth, insert sandwhich.
|
Posted: Aug 13, 2010 11:41 PM
Msg. 11 of 58
how do i make a single sided door? i can't figure it out, when i set the door to usable from 1 side it locks the door.
|
|
|

Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
|
Posted: Aug 13, 2010 11:56 PM
Msg. 12 of 58
FINALLY! someone who properly used my HUD :D
|
|
|

d4rfnader
Joined: Jul 16, 2010
Open mouth, insert sandwhich.
|
Posted: Aug 14, 2010 12:01 AM
Msg. 13 of 58
lol umm thanks? this door thing is annoying though....
|
|
|

d4rfnader
Joined: Jul 16, 2010
Open mouth, insert sandwhich.
|
Posted: Aug 14, 2010 01:01 AM
Msg. 14 of 58
i dunno maybe i'll just put a death barrier into that hallway lol.
|
|
|

Esfinge
Joined: May 25, 2010
Xfire: sphinxbio2
|
Posted: Aug 14, 2010 11:41 AM
Msg. 15 of 58
Quote: --- Original message by: d4rfnaderthis is a beta of my firefight-cryobay it's not done because some of the encounters still need tweaking but that's why i'm uploading it so report and bugs or exceptions on this topic or on my xfire username: d4rfnader known bugs: some of the encounters don't move until they see you, the elite animations are messed up i used classic elites with ftd spartn's animations, the smg firing sound is garbage, and the firefight starting voice doesn't always play at the beginning. dl link: http://www.mediafire.com/?ngly88wtsd0z6axcredits: spartan 094: i think did the shaders fore the br. [ASP]: for basically all the tags used in this map. gamma: for putting up with me. the smg im not sure who it belongs to i never found out who the author was. jesse: for the hud. and me: scripting, and level population. [odst]do: the carbine. khode: hayabusa armour. also, please tell me how i could make it better and more or less challenging when i release the final version it will use cmt's elites. also if you extract the tags from this map please properly credit your source(s) Edited by d4rfnader on Aug 13, 2010 at 02:37 PMEdited by d4rfnader on Aug 13, 2010 at 02:38 PMEdited by d4rfnader on Aug 13, 2010 at 02:39 PMEdited by d4rfnader on Aug 13, 2010 at 05:37 PM Hayabusa Armour Aurhor: Shadow Slayer, Hitler and xXx-Mangenkyo, Jesse
|
|
|

SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
|
Posted: Aug 14, 2010 11:56 AM
Msg. 16 of 58
Quote: --- Original message by: d4rfnader lol umm thanks? this door thing is annoying though.... In sapien. One-sided is in the device properties.
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Aug 14, 2010 11:58 AM
Msg. 17 of 58
Quote: --- Original message by: IcePhoenix doesn't the door locked from 1 side thing mean that you can actually slip through as the covenant come in? like in A50? What I did in a similar map, was that I had it so that if the door wasn't fully closed, the AI behind that specific door wouldn't spawn, and if the player were to venture into that hallway, an AWOL script would give him three seconds to turn around lest he die.
|
|
|

Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
|
Posted: Aug 14, 2010 12:01 PM
Msg. 18 of 58
Quote: --- Original message by: Gamma927Quote: --- Original message by: IcePhoenix doesn't the door locked from 1 side thing mean that you can actually slip through as the covenant come in? like in A50? What I did in a similar map, was that I had it so that if the door wasn't fully closed, the AI behind that specific door wouldn't spawn, and if the player were to venture into that hallway, an AWOL script would give him three seconds to turn around lest he die. which is how you made it so the best part of the portent bsp was unused >:C
|
|
|

SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
|
Posted: Aug 14, 2010 12:11 PM
Msg. 19 of 58
Quote: --- Original message by: Gamma927Quote: --- Original message by: IcePhoenix doesn't the door locked from 1 side thing mean that you can actually slip through as the covenant come in? like in A50? What I did in a similar map, was that I had it so that if the door wasn't fully closed, the AI behind that specific door wouldn't spawn, and if the player were to venture into that hallway, an AWOL script would give him three seconds to turn around lest he die. Just don't spawn the ai if the door is open or if the player's inside. Do what bungie did and make the ai spawn behind a one-way door AND in front of a locked door. ---AI spawn---->One-way-door>----Firefight
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Aug 14, 2010 12:16 PM
Msg. 20 of 58
But an AWOL script is far cooler :D
The problem with spawning the AI when the door isn't open is that you can still peek through the doors if it's 75% open, and see the AI spawn. Thus, it's far more effective if the door is fully closed. An AWOL script is also far more effective, as it prevents the player from camping in that hallway if he did manage to get inside.
|
|
|

SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
|
Posted: Aug 14, 2010 12:35 PM
Msg. 21 of 58
Quote: --- Original message by: Gamma927 But an AWOL script is far cooler :D
The problem with spawning the AI when the door isn't open is that you can still peek through the doors if it's 75% open, and see the AI spawn. Thus, it's far more effective if the door is fully closed. An AWOL script is also far more effective, as it prevents the player from camping in that hallway if he did manage to get inside. Well, then, open/close the door with scripts. Ensure that the player is not inside with a trigger volume. Force the player out with a teleport if you have to. Even though AWOL's cool, I think this is more realistic. Quote: which is how you made it so the best part of the portent bsp was unused >:C The part IS the best part. Edited by SlappyThePirate on Aug 14, 2010 at 12:35 PM
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Aug 14, 2010 12:49 PM
Msg. 22 of 58
Forcing someone out of a hallway with a teleport is more realistic than an AWOL script? Both are ludicrous, but as the AWOL method is employed in many other games, I tend to stick with it, as it gives the player ample warning, and he isn't forced to teleport out into an area which may be unsafe. Teleports are buggy; having the player die if he doesn't leave a prohibited area is not.
Why open and close the door with scripts? Complicating a map with scripts just because you can does not necessarily make it better. It's so much more efficient to have the AI spawn behind only doors that are closed than have the door magically close in front of a player just to spawn more AI. Sure, both complete the same objective, but the method that's more simplistic and appears more realistic (and yes, this method is more realistic) is more efficient. This, coupled with four different entrances, makes it difficult for the player to camp in front of one door, when the other three will keep spewing out enemies.
For realism and gameplay purposes, an AWOL script coupled with restrictive spawning is more efficient than forcing doors open and closed, and teleporting players out of restricted areas. The only foreseeable reason that an AWOL script is unrealistic, is the magic death. However, that's much more easily explained than having a player force teleported out of a room, with a discriminatory door that closes shut in front of players all the time.
|
|
|

SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
|
Posted: Aug 14, 2010 12:57 PM
Msg. 23 of 58
Quote: --- Original message by: Gamma927 Forcing someone out of a hallway with a teleport is more realistic than an AWOL script? Both are ludicrous, but as the AWOL method is employed in many other games, I tend to stick with it, as it gives the player ample warning, and he isn't forced to teleport out into an area which may be unsafe. Teleports are buggy; having the player die if he doesn't leave a prohibited area is not.
Why open and close the door with scripts? Complicating a map with scripts just because you can does not necessarily make it better. It's so much more efficient to have the AI spawn behind only doors that are closed than have the door magically close in front of a player just to spawn more AI. Sure, both complete the same objective, but the method that's more simplistic and appears more realistic (and yes, this method is more realistic) is more efficient. This, coupled with four different entrances, makes it difficult for the player to camp in front of one door, when the other three will keep spewing out enemies.
For realism and gameplay purposes, an AWOL script coupled with restrictive spawning is more efficient than forcing doors open and closed, and teleporting players out of restricted areas. The only foreseeable reason that an AWOL script is unrealistic, is the magic death. However, that's much more easily explained than having a player force teleported out of a room, with a discriminatory door that closes shut in front of players all the time. Dang it, forget the teleporting then. Do AWOL. But with AWOL, the player can still see the ai spawn if he looks in a certain angle. Maybe the player throws a grenade through that angle.
|
|
|

d4rfnader
Joined: Jul 16, 2010
Open mouth, insert sandwhich.
|
Posted: Aug 14, 2010 01:03 PM
Msg. 24 of 58
ok im still figuring this out but how do i create an AWOL script? right now i have a death barrier that kills the person if they stand it in for 3 seconds...
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Aug 14, 2010 01:10 PM
Msg. 25 of 58
Quote: --- Original message by: SlappyThePirateQuote: --- Original message by: Gamma927 Forcing someone out of a hallway with a teleport is more realistic than an AWOL script? Both are ludicrous, but as the AWOL method is employed in many other games, I tend to stick with it, as it gives the player ample warning, and he isn't forced to teleport out into an area which may be unsafe. Teleports are buggy; having the player die if he doesn't leave a prohibited area is not.
Why open and close the door with scripts? Complicating a map with scripts just because you can does not necessarily make it better. It's so much more efficient to have the AI spawn behind only doors that are closed than have the door magically close in front of a player just to spawn more AI. Sure, both complete the same objective, but the method that's more simplistic and appears more realistic (and yes, this method is more realistic) is more efficient. This, coupled with four different entrances, makes it difficult for the player to camp in front of one door, when the other three will keep spewing out enemies.
For realism and gameplay purposes, an AWOL script coupled with restrictive spawning is more efficient than forcing doors open and closed, and teleporting players out of restricted areas. The only foreseeable reason that an AWOL script is unrealistic, is the magic death. However, that's much more easily explained than having a player force teleported out of a room, with a discriminatory door that closes shut in front of players all the time. Dang it, forget the teleporting then. Do AWOL. But with AWOL, the player can still see the ai spawn if he looks in a certain angle. Maybe the player throws a grenade through that angle. No they can't :> I have the AI set to spawn only if the door's position is at 0.0. Thus, the door must be completely closed before the AI spawn. This makes it simple to work with, as there's four different entranceways that the AI can stream from, and if the player were to linger in front of one door, keeping it open, AI will continuously spawn from other doors. As for how to make an AWOL script, I have a rather unoptimized script that I've been copying and pasting for over a year, as I'm too lazy to optimize it. (script continuous awol_1 (sleep_until (volume_test_objects awol_1 (players)) 15) (show_hud_help_text true) (hud_set_help_text awolp1) (enable_hud_help_flash true) (sleep 30) (hud_set_help_text awolp2) (sleep 30) (if (volume_test_objects awol_1 (players)) (begin (hud_set_help_text awolp3) (sleep 30) (if (volume_test_objects awol_1 (players)) (begin (hud_set_help_text awolp4) (sleep 30) (if (volume_test_objects awol_1 (players)) (begin (unit_kill (unit (list_get (players)
0))) ) (show_hud_help_text false) ) ) (show_hud_help_text false) ) ) (show_hud_help_text false) ) )
And here's the hud messages.hmt awolp1=Warning! You are leaving the combat area! awolp2=Return in 3 seconds, or face the consequences. awolp3=Return in 2 seconds, or face the consequences. awolp4=Return in 1 second, or face the consequences.
You can easily add on more time if you want, just keep c/ping it.
|
|
|

d4rfnader
Joined: Jul 16, 2010
Open mouth, insert sandwhich.
|
Posted: Aug 14, 2010 01:13 PM
Msg. 26 of 58
thanks as for the extra doors, the ai will only travel through that one door for some reason they won't use the extra entrance i've tried several times.
EDIT: new problem, the cryobay doors will not open when the player or the ai go near them are they not set to open when characters are near them?
Edited by d4rfnader on Aug 14, 2010 at 01:13 PM Edited by d4rfnader on Aug 14, 2010 at 01:24 PM
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Aug 14, 2010 01:26 PM
Msg. 27 of 58
Depends. What checkboxes did you check?
|
|
|

d4rfnader
Joined: Jul 16, 2010
Open mouth, insert sandwhich.
|
Posted: Aug 14, 2010 01:26 PM
Msg. 28 of 58
none of them lol
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Aug 14, 2010 01:37 PM
Msg. 29 of 58
It's probably not meant to open then. That's odd. I thought it did.
|
|
|

d4rfnader
Joined: Jul 16, 2010
Open mouth, insert sandwhich.
|
Posted: Aug 14, 2010 01:41 PM
Msg. 30 of 58
oh well i'll figure that part out i have the ai switching command lists to come through certain doors now depending on which opening you're in front of.
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Aug 14, 2010 01:45 PM
Msg. 31 of 58
Don't use command lists. That automatically removes half of the intelligence that AI may have had. Rather, place firing positions in the playing field, set the AI to guarding at guard position, and have the AI magically see the player. That way, they'll come to attack on their own accord. In order to make them go through certain doors, have a squad with starting positions near each door. Instead of swapping command lists, just spawn an alternate squad using the (ai_place encounter/squad) command.
|
|
|

d4rfnader
Joined: Jul 16, 2010
Open mouth, insert sandwhich.
|
Posted: Aug 14, 2010 01:48 PM
Msg. 32 of 58
ok that makes more sense.
EDIT: encounters are now much more challenging and it would be unwise to stand at the doorway unless you have a death wish. also the grunts still sound like ewoks, and i'm not sure how to fix that.
EDIT2: the final encounter's strength is going to be increased and no matter what the waves only come through the one door so i am going to lower the amount of rounds in the shotgun and now you have less grenades, does anyone know how to make the bipeds of the dead ai disappear to reduce lag on the level? Edited by d4rfnader on Aug 14, 2010 at 02:22 PM Edited by d4rfnader on Aug 14, 2010 at 02:22 PM Edited by d4rfnader on Aug 14, 2010 at 03:44 PM
|
|
|

SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
|
Posted: Aug 14, 2010 05:25 PM
Msg. 33 of 58
Quote: I have the AI set to spawn only if the door's position is at 0.0. Thus, the door must be completely closed before the AI spawn. This makes it simple to work with, as there's four different entranceways that the AI can stream from, and if the player were to linger in front of one door, keeping it open, AI will continuously spawn from other doors. Happy face
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Aug 14, 2010 06:15 PM
Msg. 34 of 58
(garbage_collect_now) for cleaning dead bipeds to reduce lag.
|
|
|

d4rfnader
Joined: Jul 16, 2010
Open mouth, insert sandwhich.
|
Posted: Aug 14, 2010 06:57 PM
Msg. 35 of 58
thank you again gamma lol its going pretty good so far im just wondering if anyone would want me to add brutes or just leave them out of it?
|
|
|