Scripted Events

SWAT_PointmanSWAT_Pointman Join Date: 2003-10-05 Member: 21458Members
I haven't seen any maps with Scripted events like a pipe breaking or a elavator wire gets cut and falls to the ground.

Comments

  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    While that would be really cool to add scripted events like that, the entity limit really limits a mappers options. Scripted events usually take several entitys apiece and are not very feasable in NS maps because of the allready intence demand on the servers. If there was a way to move some of the entities client side, maybe there would be more room to add some scripted sequences in maps.
  • PhinPhin Join Date: 2003-11-11 Member: 22556Members, Constellation
    How about including them in combat maps though? They seem to be very small, so I doubt many mappers would hit the entity limit... They couldn't be big events since again, they're small maps, but just something like a wire snapping out from the wall when you walk past it, with sparks on the part where it snapped and having it wave in the air a couple of times before coming to rest on the floor, and a couple of last sparks for effect. And possibly have the lights flicker a few times in the hall/room that it happens in whilst the sequence is in motion.
    Or would that push the entity limit anyway? :x (Besides the fact that it would probably require more work than a mapper could bother with)
  • UnknownUnknown Join Date: 1970-01-01 Member:
    That would be cool, onos trips over wire, lights flicker on and off in marine base for a while and then backup generator kicks on with a calming hum for the rest of the map
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Yeah, I guess I still have all the ns_ map guidelines stuck in my head. I don't see why some of these scripted events couldn't be added to combat maps. They would add some nice atmosphere.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    I think, i could may well be wrong however, that they would only work once without reloading the map. With some entities it wouldn't be possible to fire them at the start of each round, it would happen on the first one and then that's it. Again, as i said, i could well be wrong.
  • JemmeJemme Join Date: 2003-10-15 Member: 21698Members
    Hmm I know I read this somewhere but I think you can reset scripted events at the beginning of the round. I have so much stuff to read on now that I don't have a clue where to look for it. But I am fairly certain its possible.
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    I have scripted event in my combat map. In hive there's a guy who tries to weld door open but unfortunately
    gets eaten <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    anyhow I could release it
  • PhinPhin Join Date: 2003-11-11 Member: 22556Members, Constellation
    <!--QuoteBegin--uffo+Nov 25 2003, 10:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uffo @ Nov 25 2003, 10:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have scripted event in my combat map. In hive there's a guy who tries to weld door open but unfortunately
    gets eaten <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    anyhow I could release it <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That sounds pretty nifty; I'd like to see that. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    As for reseting entities, they way it's done in CS is to have a func_door outside your map target a multi_manager, which then targets the entitys, (Or a trigger_relay), and resets them.
    I'm just a n00b mapper though, so it's probably not that easy.
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