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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 05/05/2023 08:39, 3533826 views, last view: 05/04/2024 19:02

Welcome to the map editing saloon:
here u can post ur screens, maps, comments, questions and answers about mapediting, and meet other ppl for coop-sessions online :)

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#3382: Re: ..

by enigma_0Z on 02/19/2008 05:54, refers to #3381

*ahem.


Reverse that. I changed it from 32 to 64.

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#3383: Materials list

by Dracion on 02/19/2008 12:42

Hi,

I recently tried to do some editing in the the latest edition of sauerbraten, but when I pressed tab for the materials list like in the previous version, all I got was the scores. Is there anyway I can change this or has the key moved?

Thanks, Dracion

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#3384: Re: Materials list

by Hirato Kirata on 02/19/2008 14:48, refers to #3383

The bind has moved to F3...

you can always type /editbind TAB [showentgui] to ge tit back to the old setting

note that in the next release the command is called showcontextgui, not showentgui, mostly as gilt decides to add a heightfield brush menu in

~Hirato Kirata

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#3385: ..

by jacko on 02/19/2008 19:28

i am making a map right now ( actualy have a team of guys helping on and off ) at school. My problem is i can not work on all the machines because many do not have scroll wheels. please reply if there is a work around

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#3386: scroll wheels

by Osbios on 02/19/2008 20:24

Of course you can change the setting to other buttons. Have a look at "config.cfg":

editbind "MOUSE3" [ selcorners ]
bind "MOUSE4" [ universaldelta 1 ]
bind "MOUSE5" [ universaldelta -1 ]

So you can bind other keys to universaldelta 1 and -1. Like the "Page Up" and "Page Down" button. But it would be far more easy to buy some cheap mouses with a wheel!!

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#3387: Re: ..

by tentus_ on 02/19/2008 22:20, refers to #3385

Run down to a Staples or Walmart, or if you're really wanting to buy cheaply, Big Lots, and grab a little portable USB mouse. Just keep a sharp eye out for quarters for a few days and you'll have enough.

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#3388: Rotating sky on nevil_c w/ assassian editition--how?

by enigma_0Z on 02/24/2008 05:43

How can you make the sky rotate like in nevil_c? I have heard of a command called "spinsky" but AFAIK it's only CVS... am I wrong?

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#3389: Re: Rotating sky on nevil_c w/ assassian editition--how?

by tentus_ on 02/24/2008 06:13, refers to #3388

If you look at the first line of nevil_c's cfg file, it reads something like this:
loadsky "skyboxes/evilsky" 1.5

This command does two things. One, it loads the skybox in quotations. Two, it rotates it according to the numerical value (in this case, 1.5). The numerical value can be quite high all the way to quite negative, depending on your needs, and everything in between. For example, I am using a value of 0.5 in a floating map to enhance the feeling of suspension in the air.

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#3390: Re: new morsel in the wiki

by Passa on 02/24/2008 12:28, refers to #3372

Man, her Australian accent is so thick! We definitely don't all speak like that :P

Anyway, great videos, hadn't seen those before.

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#3391: Two-switch victory in SP?

by yetanotherdemosthenescomputer on 02/27/2008 02:19

I've got a map I'm working on that requires the player to push a button (ostensibly to release a magnetic docking system) in order to then be able to push another button to win.

But I can't think of a way to make the second buttons only work after the first is pushed.

So far:

freetogo = 0

alias level_trigger_6 [if (= $freetogo 1) [echo "Magnetic Docking System Engaged"; freetogo = 0] [echo "Magnetic Docking System Released"; freetogo = 1] ]

alias level_trigger_24 [if (= $freetogo 1) [win] [echo "Warning: Release Magnetic Docking System!"] ]

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#3392: Re: Two-switch victory in SP?

by Hirato Kirata on 02/27/2008 04:36, refers to #3391

let me see...

trigger 6 checks if freetogo is 1, if yes, it'll turn it off and say the system is engaged, otherwise it'll turn it on and say it was released.

trigger 24 checks it freetogo is 1, if yes it'll execute an alias named win.

what you may wish to do is let there be a third trigger that's the winning trigger (type 29? ), while trigger 24 releases the door concealing it

~Hirato Kirata

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#3393: Re: Two-switch victory in SP?

by yetanotherdemosthenescomputer on 02/27/2008 04:56, refers to #3392

Problem: Trigger 24 should simply cause the win, since the idea is that once you've released the docking system, you can then steal a ship from this enemy base and leave. So, the switch next to the pilot seat should simply cause a victory after the docking system is released.

It would be nice if there were a way to simply declare the sp game over and won without a trigger 29 or killing all the beasts, especially since in this case, you can get to the winning triggers before they should let you win.

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#3394: Re: Two-switch victory in SP?

by jbuk2k7s cookie has gone on 02/27/2008 17:23, refers to #3393

Put the winning trigger inside a ship?

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#3395: Re: Two-switch victory in SP?

by MeatROme on 02/27/2008 20:38, refers to #3394

At least somehow place it behind a "door" .. subtle hint: the door needn't be a door as such, just skin an exisiting model with some world-texture or even use a completely different model for it ... you needn't accept the door-1,-2,-3 models for door-type-triggers ... just don't use "-1" as model-attribute (entproperty 1 (the 2nd value!)) ... because the "invisible" mapmodel doesn't have a bounding box ... which is removed as soon as your press the appropriate non-door-trigger with the same tag.
see doordemo.ogz/.cfg for the basics ;)

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#3396: Re: Two-switch victory in SP?

by demosthenes on 02/27/2008 22:26, refers to #3395

@3404, 3405:

All right, it seems there is no way to accomplish this properly - the winning triggers are inside the ships, which you can access all of all the time (or at least as soon as you unlock other parts of the level which are unrelated), so a door of any sort doesn't make much sense, though it was a good idea.

The general idea is this: The player gets to the roof, clears the enemies out of one or two spaceships before getting the message (from pushing one of those buttons, located in the cockpit) that they need to release the docking system. They go and find the docking release, then come back up to a spaceship that they can pilot (four of those, total) and press the button to win, since the goal is to escape the base alive.

Thank you for your help, I'll just go request a command that forces victory in the Most Wanted Feature thread. :)

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#3397: water\'s screwy

by Kitzmjules on 02/28/2008 05:50

hey, i have a macbook and i downloaded sauer assasin edition. i have no trouble running it, until i come across water. once i can see anything bigger than a puddle, my screen freezes and i have to restart my comp.

can anyone help of at least tell me what\'s wrong?

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#3398: Re: Two-switch victory in SP?

by SheeEttin on 02/28/2008 15:37, refers to #3396

Just made a similar (but maybe a little more helpful) suggestion there.

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#3399: Question

by Titanic12ship on 03/02/2008 20:32

How can you make a platform stop when it hits something?

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#3400: Re: Question

by MeatROme on 03/02/2008 22:14, refers to #3399

I bet you want to "tag" them;
but TBH haven't done that in a while ... IIRC SheeEttin did a very nice demo-map for these entities and I bet he also included this feature!
http://www.quadropolis.us/node/951

Oh ... why am I reading the math problems always wrong lately?!? plus instead of multiplay ... LOL

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#3401: Re: Question

by Titanic12ship on 03/03/2008 02:55, refers to #3400

Thanks for the answer.

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