Take Off At Start?
absentic
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
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
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
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-->