Take Off At Start?

absenticabsentic Join Date: 2003-09-03 Member: 20517Banned
Hey, I'm working on my untitled map and I was wondering if it's possible to have a dropship exit through the airlock at map start and not come back? This would happen before marines could move and there would be some voice comm. coming from the pilot/command. Thanks.

Comments

  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    I seem to recall someone wanting to do an elevator thing with the marines at the start and people saying it would work. I will make the asumption that yes, you can.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    Yes, you could do something like this, but getting it to happen at the beginning of each round will be tough.
  • absenticabsentic Join Date: 2003-09-03 Member: 20517Banned
    Would it be possible to associate a trigger to the command console that controls the take off or something?
  • absenticabsentic Join Date: 2003-09-03 Member: 20517Banned
    The maps name is ns_aether btw. It's a military outpost on a planet and I need some ideas on how to imply that all the military personnel were slaughtered with minimal gore as per Flayras request on ns maps. I'm gonna also make some walls have breaches etc because the surrounding area was carpet bombed from space to clear the outside of excessive aliens to send in the strike force :) It's my first map so if anyone could contribute any mapping tutorials whatsoever I'd love it. Thanks.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    I did something "like" this in one of my maps. I made the marines "land" in pods at the beginning of a game. However my one major flaw as it would no reset itself after each round. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> All I did is add a multi_manager triggered by a brush entity. Let me create some GFX,

    I had the Rine info_team_start inside a brush based "trigger_one" entity. Therefore the rine would trigger the multi_manager (the trigger_one's target) setting off a neato "landing" ride. Think of it like a Universal Studios ride. You never leave the studio but you feel like you do. (You know the rides where you sit in a seat and it shakes and rolls in tune with the movie playing.)

    The Multi-Manager then set off this list:

    env_shake <- Should be used more in NS IMO
    target_mp3audio <- A rumble sound effect
    env_shake <- Little landing impact, a thud basically
    target_mp3audio <- Landing Sound
    my_door <- Opened the pod door and the rines could scurry off to the Nearby Base.

    It's primtive and not necessarily what you wanted / needed to know because I don't know how to reset it for each round. Then if anybody joined the game, that person woudl either spawn in a new pod and the thing would play or they would land in an already open pod. Either way it was a cool effect.

    Have fun and post if you figure out how to reset!

    ~ DarkATi
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    <!--QuoteBegin--enf0rcer+Sep 13 2003, 06:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (enf0rcer @ Sep 13 2003, 06:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I seem to recall someone wanting to do an elevator thing with the marines at the start and people saying it would work. I will make the asumption that yes, you can. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I did that.
    Both teams start on a big platform with 2 elevators (1 for each team entry) and there is a big dropship which flys up in the air once someone spawns.

    The elevators work flawlessly because they go back up after they reach the bottom.. but the player don't. They join their team like half way down. A bit like ns_lost. If the team is full, there is a join random at the bottom but the elevator still goes back up
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Think of the possiblities... I could have marines spawn inside a sewer pipe and fall down into some water, then wade to the marine start. Neato. Although that wouldnt take triggers, just the info_player_start inside the tube at the top.

    Thanks for the idea lol <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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