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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846868 views, last view: 12/09/2021 03:11

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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#3518: Re: ..

by SheeEttin on 04/27/2008 04:40, refers to #3517

Yarr. I can't even begin to read that.

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#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

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#3520: texscroll

by %username% on 05/01/2008 19:49

Is `texscroll` command allows me to make texture scrolls vertically?

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#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.

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#3522: Re: A Question

by Quin on 05/02/2008 06:23, refers to #3521

Nope.

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#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.

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#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.

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#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.

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#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.

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#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 :)

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#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

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#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

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#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.

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#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!

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#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 :)

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#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.

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#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

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#3535: Editing problems with the newer versions

by dangerstripe_dan on 05/09/2008 01:10

I have been building a large, complex map using an older version of the engine, and just recently upgraded to the assassin version from 12/2007 and am having problems with some of the new editing commands. I've looked through the docs and can't find anything on how to make things work like they used to work, and I would appreciate it if someone could point me in the right direction. I *really* want to finish this blasted map so I can get on with my life.

For example, I used to be able to select a block and extrude without worrying about keeping the mouse cursor over the block (much less the face of the block) I am extruding. This no longer seems to be the case, meaning I have to be right in front of the block I am extruding for the entire time I am extruding it.

I also used to be able to click and drag to select multiple blocks. This does nothing now. The docs mention a console command you can use to go into a multiple select mode, and then another one to turn off multiple select. This works, but is so monumentally cumbersome as to be virtually unusable.

Entities are now placed at the nearest block to the cursor instead of my current position. While this is helpful in many occasions, it makes placing free floating lights in large spaces kinda difficult.

So basically, I'm about to have to downgrade to the old version of the engine to finish this map (which I don't want to do because light calc seems about 50% faster on this version than the old one and was wondering if I am just missing something obvious.

FYI- if anyone is interested, here is a screenshot of what I've been working on... for 2 years.

<a href="http://www.flickr.com/photos/26467023@N08/2476375291/" target="_blank">http://www.flickr.com/photos/26467023@N08/2476375291/</a>

The whole thing is done but the lighting and maybe some minor tweaks. 2 million square feet.

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#3536: Re: Editing problems with the newer versions

by KillHour_ on 05/09/2008 03:30, refers to #3535

Holy God, I remember you. You actually FINISHED this thing? I admire your dedication - and your insanity.

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#3537: Re: Editing problems with the newer versions

by SheeEttin on 05/09/2008 03:39, refers to #3535

Good god, that thing looks HUGE.
I'm kind of afraid to try and run it when you release it.

The texturing looks kind of rudimentary, though... Are you going to keep semi-solid colors like that in the final release? (Well, I guess the ship DID kind of look like that...)

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