
R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Aug 19, 2011 03:21 AM
Msg. 176 of 299
I dont think i even have to mention the animations, but i will anyways
Animations are pretty bad. Origin is very sucky imo. Ironsights is WAAAAAAY too close to face, if you're truly basing this off of WaW/BO, then you should view their pistol sights, it's further foward and very clean looking. Reload was weird, never seen a revolver where you remove the cylinder, except for a cap gun
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Aug 19, 2011 07:39 AM
Msg. 177 of 299
Umm.....I don't see how my origin sucked because I used the default magnum origins, although I agree with you on the iron sights. However, I am not basing any guns off of call of duty, except the wonder weapons, mainly because it has some of the most unrealistic guns I've ever seen.(WaW's mp40 and Blops m16 just to name two, and don't get me started on mw2's guns)
But as far as the reload goes, civil war era revolvers sometimes would use removable cylinders for faster reloads. I know that there is a very large technological difference, but I just wanted to do something different from the normal revolvers you see in games. And I just wanted to try treating the cylinder as clip for a quick reload. Really just an experiment.
Besides, I already said I'm likely going to scrap the whole thing anyway. Edited by rerout343 on Aug 19, 2011 at 07:41 AM
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Aug 19, 2011 09:05 AM
Msg. 178 of 299
Default magnum origins, dunna mean they are good
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Aug 19, 2011 01:12 PM
Msg. 179 of 299
Yeah, I guess I worded that wrong. I simply meant to say that I didn't make them, I just used the default origins in the animations. That's all I meant, I wasn't trying to defend them. My bad.
Although I'm most likely going to scrap this thing anyway. So can we just drop how terrible the revolver is and move on?
I might make a new one from scratch later, but as I said before, I have a lot of stuff to do and I don't know when I'll have the time. I actually only posted the revolver just to show the map wasn't dead, and that I was still working on it. I hope to have some info on the other stuff I'm working on soon, but at this rate I don't know when that will be. Edited by rerout343 on Aug 19, 2011 at 01:13 PM
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Aug 19, 2011 04:21 PM
Msg. 180 of 299
You should hire somebody to assist with the map as much as possible. Hit me up on xfire if you need an animator/tagger
This is why you have mapping teams, where one person is unable to complete something, you have a ton of others willing to assist, and judging by the amount of people in this thread, i can clearly see how many people would love to help you
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Aug 19, 2011 04:42 PM
Msg. 181 of 299
Quote: --- Original message by: R93_Sniper You should hire somebody to assist with the map as much as possible. Hit me up on xfire if you need an animator/tagger
This is why you have mapping teams, where one person is unable to complete something, you have a ton of others willing to assist, and judging by the amount of people in this thread, i can clearly see how many people would love to help you He's answered this many times before.
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Aug 19, 2011 04:57 PM
Msg. 182 of 299
Quote: --- Original message by: R93_Sniper You should hire somebody to assist with the map as much as possible. Hit me up on xfire if you need an animator/tagger Hmmm.. somebody seems to have some ulterior motives... He wants him to "Hire" people rather than just get people to assist him, and he immediately says he will take the position.... Silly M16
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Aug 22, 2011 05:09 PM
Msg. 183 of 299
well excuse my bad choice of words >.>
Didnt you say something like this on xfire the other day anyways kirby? you know more than a lot of people that im bored out of my mind for 90% of the day as it is, i could be a bit more productive in that case, ease the boredom
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Reaper 201
Joined: Jan 1, 2011
Rezurrected to Kill
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Posted: Aug 28, 2011 03:22 AM
Msg. 184 of 299
will u use the teleporters for anything?
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Aug 28, 2011 07:09 AM
Msg. 185 of 299
What do you mean by teleport? Do you mean the teleporter effect on the zombies in the video, or the teleporters from Der Riese/Kino/Moon?
If you mean the teleport effect, I am going to still use it, just not for the zombie waves.
If you mean the teleporters from CoD, Yes. I'm basically setting up mine like Kino Der Toten. A single teleporter used to access the Pack-A-Punch Machine. Edited by rerout343 on Aug 28, 2011 at 07:10 AM
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Aug 28, 2011 08:10 AM
Msg. 186 of 299
Yes, you will be safe from the zombies until you are teleported back. However, unlike Kino, If you have a gun in the machine, it won't teleport you until it's done. However, because of the way I've set it up, you cannot put a gun in the machine and leave it to hide from the zombies. It will be automatically given to you when it's done. I know I could set it up to make you take it back from the machine like CoD does it, but I think it will just work better this way.(At least for this map)
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jordanjgj
Joined: Aug 22, 2011
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Posted: Aug 28, 2011 10:12 AM
Msg. 187 of 299
why is there no wander waffle???
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Aug 28, 2011 10:37 AM
Msg. 188 of 299
I've already explained multiple times, I've been trying to get it working for almost a year now but I still can't get it. Edited by rerout343 on Aug 28, 2011 at 10:37 AM
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032 Mendicant Bias
Joined: Feb 25, 2010
Magnum periculum est elit.
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Posted: Aug 28, 2011 12:55 PM
Msg. 189 of 299
I could get it working possibly.
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Aug 28, 2011 04:12 PM
Msg. 190 of 299
I have another method I'm working on, I just have not had any time to test it yet.
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032 Mendicant Bias
Joined: Feb 25, 2010
Magnum periculum est elit.
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Posted: Aug 28, 2011 08:28 PM
Msg. 191 of 299
Hmmm.. OK. Add me on xfire. hmmyoko
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Aug 29, 2011 12:09 AM
Msg. 192 of 299
atleast we realize now that you're still working on the map ReRout, anything new you can show us?
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Reaper 201
Joined: Jan 1, 2011
Rezurrected to Kill
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Posted: Aug 29, 2011 01:26 AM
Msg. 193 of 299
sorry about not being specific, yes i meant the teleporter from kino. So do you have to link it to the mainframe and all or does it take you directly without doing anything else?
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Aug 29, 2011 07:38 AM
Msg. 194 of 299
It will take you directly there. I might make it so you have to link it for the first use, but only the first. Although it can only be used once per wave, and you cannot use it at first until you have both turned the power back on, and complete a small task to unlock the room the teleporter is in. Don't worry though, it will be pointed out what you have to do to open it in the map. Quote: --- Original message by: R93_Sniper atleast we realize now that you're still working on the map ReRout, anything new you can show us? I am working on something now, but it's still too early to know if it will even work. I might have more info on it later, but I don't want to promise something I might have to cut. Edited by rerout343 on Aug 29, 2011 at 07:41 AMEdited by rerout343 on Aug 29, 2011 at 09:28 AM
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Aug 30, 2011 01:50 AM
Msg. 195 of 299
Mk, Just glad to know the map is being worked on still. For a sec thought it was gonna be another lost cause or somethin
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FC v3
Joined: Aug 21, 2011
i swear dis should b version 4 keep forgeting pass
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Posted: Aug 30, 2011 03:37 AM
Msg. 196 of 299
~sounds awsome (: well looking forward to thundergun, was waiting for someone to make one. i do give you props for doing map so well. it already seems great as it is
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Aug 30, 2011 04:11 AM
Msg. 197 of 299
It only seems great because I haven't shown the AI in all there stupidity. Running into walls, getting stuck on something that isn't there, running into the rooms closed door when the open one is less than 10 feet away, and my personal favorite, falling infinitely in midair not moving anywhere flailing their arms wildly.
All but the last one are the previously mentioned pathfinding issues I'm running into. The last one......I have no idea
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FC v3
Joined: Aug 21, 2011
i swear dis should b version 4 keep forgeting pass
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Posted: Aug 30, 2011 06:46 AM
Msg. 198 of 299
ah yes ai animations/scripts. the game thinks theres nothing there when there is lol.. device/machines(doors) meh. about last one are they alive when there act that way? does all zombies do that?
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Aug 30, 2011 08:09 AM
Msg. 199 of 299
No, it happens when they are killed while climbing through a door or window. Just a minor visual glitch, but annoying none the less. I'm not sure if there is a way around it with my current setup or not.
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FC v3
Joined: Aug 21, 2011
i swear dis should b version 4 keep forgeting pass
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Posted: Aug 30, 2011 03:22 PM
Msg. 200 of 299
theres always a way. :) yea its a space gap but even if they died proper they bodies would still looked messed on edge lumps if ya know what i mean lol well good luck on your project
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Sep 1, 2011 09:43 PM
Msg. 201 of 299
you could make a custom animation that the zombies die and fall out the window.
Or they get hit and fall foward and die inside
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Sep 2, 2011 07:37 AM
Msg. 202 of 299
That probably wouldn't solve anything because there would be no way I know of to trigger that specific death animation to "only" play when jumping through a window. And I can't do it with scripts because I cannot make the ai play an animation if it's already dead. Although it's just a visual glitch anyway, right now solving the gameplay glitches take priority. But before I can do that, I have to get some other things working that are still not done yet.
I might try a different way for them to climb through the window, and that might fix this as well. Edited by rerout343 on Sep 2, 2011 at 08:01 AM
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Reaper 201
Joined: Jan 1, 2011
Rezurrected to Kill
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Posted: Sep 15, 2011 01:32 AM
Msg. 203 of 299
I like big bumps and I can not lie You other brothers can't deny
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Sep 15, 2011 05:35 PM
Msg. 204 of 299
Anything new with the map ReRout? Been afwully quiet in here
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Sep 15, 2011 07:46 PM
Msg. 205 of 299
Unfortunately, no. I've pretty much run into a wall with everything I've been trying lately. So I've just been taking a break from CE for a while because I've burned myself out on it. By no means am I canceling this, I am just taking a break because trying to work on it at this time, won't really accomplish anything.
Things causing me headaches:
1) I have a fully working points system, I just can't seem to find a way to accurately display it. 2) I am still trying to figure out how to make a custom numbers palette. 3) I need to find a way to give the player a weapon that cannot be swapped or put away, without removing the player's other weapons. 4) I know it's possible to make a recorded animation of just a simple trigger pull, but I have no idea how to do this.
One last thing though, you don't capitalize the second "r" in my name.
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Zulu246
Joined: Jun 30, 2011
-Scripter, Map-Maker, Pro-
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Posted: Sep 15, 2011 07:57 PM
Msg. 206 of 299
1) how did you want the points to be displayed? 2)custom numbers palette? 3)I might be able to figure out, probably not though 4)did you want a recorded animation to play when you go through a trigger volume?
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 15, 2011 08:03 PM
Msg. 207 of 299
Quote: --- Original message by: rerout343 1) I have a fully working points system, I just can't seem to find a way to accurately display it. You would use the timer from d40, displayed and frozen in time by scripts, OR message text. 2) I am still trying to figure out how to make a custom numbers palette. Edit the countdown numbers bitmap, it's definitely in there somewhere. To compile multiple images into one .bitmap, you place them all next to each other in an image with a blue border (see below) 3) I need to find a way to give the player a weapon that cannot be swapped or put away, without removing the player's other weapons. I've only ever done this successfully with the grifball, and that didn't have ammo. What's the weapon you need to add? 4) I know it's possible to make a recorded animation of just a simple trigger pull, but I have no idea how to do this. You mean fp animation? There are tutorials for that. You can make your own trigger pull (firing anim OR ninth frame of the overlays anim) and export it together with the original anims for a new animation graph with your anim in it.
Border 
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Sep 15, 2011 08:18 PM
Msg. 208 of 299
Quote: --- Original message by: SlappyThePirate You would use the timer from d40, displayed and frozen in time by scripts, OR message text.
I thought about that, but the problem is, the timer rolls over to the next number at 60 not 100. That would cause it display 300 points as 400 points.
Edit the countdown numbers bitmap, it's definitely in there somewhere. To compile multiple images into one .bitmap, you place them all next to each other in an image with a blue border (see below)
Thank you, I will try that.
I've only ever done this successfully with the grifball, and that didn't have ammo. What's the weapon you need to add?
Mainly the underbarrel weapons, the 203 on the M16 and I would like to put a grenade launcher on the upgraded AR.
You mean fp animation? There are tutorials for that. You can make your own trigger pull (firing anim OR ninth frame of the overlays anim) and export it together with the original anims for a new animation graph with your anim in it.
No, I meant a recorded animation that would force the player to fire their weapon the second it's picked up.
Edited by rerout343 on Sep 15, 2011 at 08:20 PM
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 15, 2011 08:41 PM
Msg. 209 of 299
Quote: --- Original message by: rerout343Quote: --- Original message by: SlappyThePirate You would use the timer from d40, displayed and frozen in time by scripts, OR message text.
I thought about that, but the problem is, the timer rolls over to the next number at 60 not 100. That would cause it display 300 points as 400 points. Weird, I've gotten this to work. In the script, I had two variables, one for seconds, one for minutes. A continuous script froze and set the timer, with the mintute command setting minutes as the counter's minutes and the seconds command updating the seconds.
I've only ever done this successfully with the grifball, and that didn't have ammo. What's the weapon you need to add?
Mainly the underbarrel weapons, the 203 on the M16 and I would like to put a grenade launcher on the upgraded AR.
I think you could give it the flag properties, have the let mouse drop the weapon like the flag and the right mouse fire the grenade.
You mean fp animation? There are tutorials for that. You can make your own trigger pull (firing anim OR ninth frame of the overlays anim) and export it together with the original anims for a new animation graph with your anim in it.
No, I meant a recorded animation that would force the player to fire their weapon the second it's picked up.
Not sure. Maybe maybe you can make an attachment with an effect spawning a projectile, not sure if this serves the purpose you need.
Edited by rerout343 on Sep 15, 2011 at 08:20 PM
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Sep 15, 2011 08:59 PM
Msg. 210 of 299
I didn't feel like editing the quote again
Timer: How did you do that? Because whenever I set the minuets or seconds to anything above 60 it automatically rolls over to the next number.
Weapon: That was actually one of the first things I tried, technically I used the oddball not the flag but I'm guessing the same principles apply, but even if I give it a trigger and ammunition, pulling the trigger still forces you to drop it.
Animation: I guess I should have been more specific. I have the "weapon" set up to be destroyed when the trigger is pulled, but I need to to automatic do this so it can't be stored for later.
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