Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846979 views, last view: 12/09/2021 05:14 |
 |
|
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 :)
|
 |
|

Board Index

|
 |
#3515: .. |
|
by Captain_Ahab
on 04/27/2008 03:25
|
 |
|
is there any information about when the next official release will be?
reply to this message
|
 |
#3516: .. |
|
by Titanic12ship
on 04/27/2008 03:53
|
 |
|
Okay, here is the part of the config that controls the alarm system. As you can see, I used Hirato's alarm sound as the sound for the alarm. Also, you will see that I have already found one way to do what I had previously asked about, however there are some bugs, and I still want a more efficient way.
level_trigger_1 = [
if (= $shutdown 1) [echo "Nothing happens."]; if (= $shutdown 0) [echo "Intruder alert. Gases being released in 10."; alias gas 1; trigger 7 0; music hirato/sounds/deep-space-station/syna-max/alarm_of_d00m.ogg; loop $gas 1 [ if (= $gas 0) [echo "Manual override activated. Have a nice day"; trigger 7 1; playasong] [if (= $gas 1) [sleep 1000 [echo "9"; loop $gas 1 [ if (= $gas 0) [echo "Manual override activated. Have a nice day"; trigger 7 1; playasong] [if (= $gas 1) [sleep 1000 [echo "8"; loop $gas 1 [ if (= $gas 0) [echo "Manual override activated. Have a nice day"; trigger 7 1; playasong] [if (= $gas 1) [sleep 1000 [echo "7"; loop $gas 1 [ if (= $gas 0) [echo "Manual override activated. Have a nice day"; trigger 7 1; playasong] [if (= $gas 1) [sleep 1000 [echo "6"; loop $gas 1 [ if (= $gas 0) [echo "Manual override activated. Have a nice day."; trigger 7 1; playasong] [if (= $gas 1) [sleep 1000 [echo "5"; loop $gas 1 [ if (= $gas 0) [echo "Manual override activated. Have a nice day."; trigger 7 1; playasong] [if (= $gas 1) [sleep 1000 [echo "4"; loop $gas 1 [ if (= $gas 0) [echo "Manual override activated. Have a nice day"; trigger 7 1; playasong] [if (= $gas 1) [sleep 1000 [echo "3"; loop $gas 1 [ if (= $gas 0) [echo "Manual override activated. Have a nice day"; trigger 7 1; playasong] [if (= $gas 1) [sleep 1000 [echo "2"; loop $gas 1 [ if (= $gas 0) [echo "Manual override activated. Have a nice day"; trigger 7 1; playasong] [if (= $gas 1) [sleep 1000 [echo "1"; loop $gas 1 [ if (= $gas 0) [echo "Manual override activated. Have a nice day"; trigger 7 1; playasong] [if (= $gas 1) [sleep 1000 [yourfate]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]
alias yourfate [if (= $gas 0) [echo "Manual override activated. Have a nice day."]; music playasong = [ music (concatword "fanatic/" (+ 1 (rnd 31)) ".ogg") playasong ]
playasong; trigger 7 1
if (= $gas 1) [kill; echo "Intruder was killed successfully. Gasses now leaving."; sleep 2000 [echo "I repeat: intruder has died."]]]
Now that you have seen how I've written the config, I think it would be easier for you to help.
reply to this message
|
 |
#3517: Re: .. |
|
by Quin
on 04/27/2008 04:08, refers to #3516
|
 |
|
Please use a paste bin to post code/script/log snippets.
http://pastebin.com/
http://pastebin.ca/
http://rafb.net/paste/
reply to this message
|
 |
#3518: Re: .. |
|
by SheeEttin
on 04/27/2008 04:40, refers to #3517
|
 |
|
Yarr. I can't even begin to read that.
reply to this message
|
 |
#3519: Re: .. |
|
by MeatROme
on 04/27/2008 11:17, refers to #3516
|
 |
|
Like Quin & SheeEttin I can't believe you pasted it here ... I did "hint" at pastebin myself already ...
Anyway .. I just looked at a few of the first lines and your scripting is soooo full of bugs I'm astonished it actually does anything for you.
Sorry. But there it is.
a) you don't provide ELSE-blocks for your IFs - this isn't critical (to my knowledge) but it surely improves readability and keeps your code cleaner (read less-prone-to-bugs).
Meaning:
if (CONDITION) [TRUE-Block] [FALSE-Block]
so ... maybe
if (= $answer 42) [ echo "you got it" ] [ ]
b) your LOOPs are seriously whacked
what on earth is "loop $gas 1" supposed to do? There's two mistakes there -
i) looping only once isn't a loop
ii) the variable doesn't require a "$"-sign ... you just say "loop i 3 [ echo $i ]"
c) I really don't understand what you're attempting to do with all those convoluted IFs inside your level_trigger alias ...
d) you're mixing "alias" with "=" usage - just decide on a style will-ya ;-P
e) you're still not preparing your own global variables before using them ... I seriously urge you to form that habit!
I'd go something like this:
<SNIP>
countdown = 10
overriden = 0
yourfate = [
if (= $overriden 1) [
echo "you've overriden the release of the gas."
] [
echo "release of gas in" $countdown
countdown = (- $countdown 1)
if (= $countdown 0) [
kill; echo "you failed."
] [
sleep 1000 yourfate
]
]
]
level_trigger_1 = [
yourfate
]
level_trigger_2 = [
overriden = 1
]
</SNIP>
Where trigger-1 would be used to start the countdown and trigger-2 would be the override-button-trigger.
HTH
reply to this message
|
 |
#3520: texscroll |
|
by %username%
on 05/01/2008 19:49
|
 |
|
Is `texscroll` command allows me to make texture scrolls vertically?
reply to this message
|
 |
#3521: A Question |
|
by Titanic12ship
on 05/02/2008 03:57
|
 |
|
Hello, I was wondering if there was a variable for health that I can use in scripting to add or take away the player's health.
reply to this message
|
 |
#3522: Re: A Question |
|
by Quin
on 05/02/2008 06:23, refers to #3521
|
 |
|
Nope.
reply to this message
|
 |
#3523: Re: A Question |
|
by rknigh21
on 05/02/2008 18:20, refers to #3521
|
 |
|
You can manipulate the player health via scripts in eisenstern.
reply to this message
|
 |
#3524: Re: A Question |
|
by tman_elite
on 05/02/2008 19:16, refers to #3523
|
 |
|
Maybe someone could use the eisenstern code for affecting player health and implement it in sauerbraten. It would be cool for single player maps. You could have things like the healing stations in quake 4 throughout sauer levels, or triggers that hurt you but do not kill you.
reply to this message
|
 |
#3525: Re: A Question |
|
by Titanic12ship
on 05/02/2008 23:45, refers to #3522
|
 |
|
Well, there has to be some way, because healths give you health.
reply to this message
|
 |
#3526: Re: A Question |
|
by MovingTarget
on 05/03/2008 01:25, refers to #3525
|
 |
|
If you edit the source code, there is a way. But not using cubescript in Sauer.
reply to this message
|
 |
#3527: Regarding smoke particles |
|
by SephoD
on 05/06/2008 17:45
|
 |
|
Hey guys ( and girls hopefully )
I am working on my first map in Sauerbraten, and have been making complex houses more for the eye than for playing purposes. You can see a screenshot <a href="http://rafnem.hi.is/~ath19/sauer.jpg">here</a> I really want a realistic smoke from the torches, but the only smokeparticle (particle 1) I have found is much to active and big... Im thinking more of a slow trail upwards. Is there anything like that in the game or can anyone give me hints about if I can make one???
If you have any tips on that screenshot then that would be great too :)
reply to this message
|
 |
#3528: Regarding smoke particles |
|
by SephoD
on 05/06/2008 17:57
|
 |
|
Sorry, the link is broken. Try http://www.hi.is/~ath19/sauer.jpg
reply to this message
|
 |
#3529: Re: Regarding smoke particles |
|
by Hirato Kirata
on 05/07/2008 00:54, refers to #3528
|
 |
|
There's particles 9 too, but I'd still dub that as being to active by the description you want
try this :)
/newent particles 9 300 2 0x444
~Hirato Kirata
reply to this message
|
 |
#3530: Re: Regarding smoke particles |
|
by Quin
on 05/07/2008 06:21, refers to #3529
|
 |
|
Particles really need much more finer control.. I think the biggest problem there now is the limited number of entity attributes.
reply to this message
|
 |
#3531: ent attributes |
|
by MeatROme
on 05/07/2008 06:58, refers to #3530
|
 |
|
well .. we still have "attr5" still completely unused by the engine .. and adding wouldn't be an issue as such (as I know you're aware of) .. but maybe particles have now evolved sufficiently to maybe even move beyond the regular entity paradigm a little more.
Since we already have spotlights, which grasp their nearest light entity and modify it's behaviour .. how about making this work for entities too .. modifications like sizing, orientation, colour ... all seperate in their own sub-entity.
Speaking of attached entities - it's a real hassle that "grab the closest one"!
Like - imagine a tower with lights at the top ... now I want those to be spotlights ... and I know exactly where I want them to hit.
I set the light, add a spotlight - it's connected okay. Then I move the spotlight entity close to where it's supposed to hit the bottom of my tower ... calclight.
Everything is hunky-dory ...
...
I come back (after a save/reload) ... edit some ... calclight ...
... something is up. Oh dear, the spotlight has picked a new entity to be attached to - since that is now closer.
Either have a function to "retract" the entity after such a "placement near target"-operation to a minimal distance (keeping direction) - or remember the attachment during a save.
That's what I'd like to see!
reply to this message
|
 |
#3532: Re: Regarding smoke particles |
|
by SephoD
on 05/07/2008 14:23, refers to #3529
|
 |
|
Thank you for a quick reply Hirato
This is a step in the right direction... Its a bit big an busy though... is there any way to make it smaller and slower?
It also seems to be travelling downwards instead of upwards, is there any way to turn this around?
This one is still good, im going to use it to make spray at the top of a waterfall :)
Sorry if these questions are stupid... Im really trying my best to get the hang of this all quickly :)
reply to this message
|
 |
#3533: Re: ent attributes |
|
by SheeEttin
on 05/08/2008 04:19, refers to #3531
|
 |
|
Copy-pasting a light-spotlight pair also breaks them (last I checked). I've always worked around it by changing the spotlight to another enttype and back.
reply to this message
|
 |
#3534: Re: ent attributes |
|
by Quin
on 05/08/2008 05:27, refers to #3531
|
 |
|
I know exactly what you mean:
http://www.bloodfrontier.com/Manual:Entities/BFA/Linking
reply to this message
|
 |
 |
|

Board Index

|
 |