1.) Is there a reliable way to create an elevator yet? I saw the train video but it seems to work a bit differently. I'm talking about a platform moving straight from point A to B at a set speed, triggered by the push of a button (or any other trigger?) without the need for a "pilot/driver"
Yeah its not moving you really smooth atm, found no other way to do it.
It's called func_platform you can trigger it with every logic item.
It drives between 2 waypoints when triggered.
For the trigger, you can set a cooldown, which team it can trigger, how often it can be triggered (all the time, once per player, all the time) and when it should be triggered
(OnExit and OnEnter) in the editor.
OK finally added a new patch to workshop, changes:
* Added map_change entitiy to change a map to the desired one when triggered
* Added logic_breakable, a breakable entity where you can set the model, the material
( when attacking it) and the break cinematic, also fires an output when destroyed
* Added many new items to logic_give_item like all weapons, jetpack, exo
* Added once per steamID to button and logic_trigger (once per player was only once
per live, so if youre respawned you can trigger it again, once per steamId is not
getting resetted)
* Fixed several things, improved npcs, added intelligent spawn logic for npcs (queue manager)
Need to update the first page and add new entities when I got time...
I've built a custom map called ns2_co_battlechamber that has several very long hallways.
Someone recommended I use an entity called map_settings. From my research, this setting is contained in your ExtraEntitiesMod. However, when I go to the Steam NS2 Workshop, it says I don't have permission to view it. Is this mod still available?
Yeah the mod's still online, maybe something with my workshop upload yesterday went wrong, will upload it now again.
Here's the changelog (added 2 rly cool new entities): * added logic_event_listener - will trigger things after special event like game started, rines won etc * logic_cinematic - like the normal cinematic entity, BUT: it will also set your cinematic camera to every player, so you can make with this short cutscenes for game start etc (only need 1 cam in the cinematic file, look at tram flightthrough cinematic) * changed mod system to new entry file
Hey JimWest, I really appreciate all the work you put into this mod. One thing I wonder: Will things like the func_plattform become "smoother" in the future or is this simply not possible without the devs making additions/changes to the Spark engine itself?
I can't tell you if I can get it smoother, I work on it from time to time and testing new opportunities to move the player on it, but haven't found a way yet that its rly smooth.
Jim, I'm trying to use the func_platform for co_angst elevator, but it consistenly pushes people through the geometry, even for standing next to it. I've tried to make it smaller to minimize how much it happens, and surrounded it with death_trigger ,so no one can go outside map, but is there any way to fix this? I expect it to kill people underneath, but its easy to get pushed through walls and i once got pushed through the ceiling somehow. Also I'm having the hardest time getting it to work for onos.
edit: there's also a margin of error on the death_trigger - meaning it kills you outside of what appears to be the trigger area. Maybe around 16.
2.) Any chance for a "trigger_presence" entity? It would have to be resizable like the locations, etc.. Whenever a player enters the entity's boundaries, it fires.
Parameters would be name, target, active, team (marines only, aliens only, everyone (including readyroom players, excluding spectator ghosts)), repeatable (trigger once / trigger always), delay (time between being triggered and sending the signal to the target), cooldown (delay before a trigger_presence that is set to be repeatable can be triggered again).
The most obvious way to use this entity would be some sort of "motion detector" / "intruder alert", that plays a sound whenever something enters its "view". Or a metal detector beeping when a Marine passes through. But I can also think of some uses for possible mods. How about a map where rooms go out whenever an alien is nearby...
logic_trigger works exactly this way, except the delay and cooldown
I think logic_trigger has a cooldown now, and you can set it to fire any time anything walks through it, once per player death or once per steam ID (useful for xenoswarm maps!). You can also set it to trigger only when entities that belong to a certain team walk through it. To acheive a delay, wire a logic_trigger up as the input to a logic_timer and hey presto!
* Added logic_power_point listener - will trigger when power in the lociation of the entity will change (you can change if
it should act only on power on, power off or both
yeah it is, logic_trigger -> logic_emitter -> sound_effect.
You can also see at my test map, i've made there a button with a logic_switch which is the ncinnected to the emitter and the sound effect
matsoMaster of PatchesJoin Date: 2002-11-05Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
Elevators suffer from a bug in the engine that drifts the time in the client. It's quite hard to see normally, but if you stand still on a moving platform (and have the platform move the player) it becomes quite obvious.
Hopefully will get fixed in a patch or two (keep a lookout for a patchnote mentioning camera jitter).
I have a rather basic question since I'm just getting started on modding:
I understand how to make a map with your (really great) extra entitities (unpack into ns2-folder, run the vbs, open the mod...)
But how would I manage to build my own mod - like you did with combat - using EEM? I would love to set up a new mod in Launpad and have the EEM-Entities available in the editor inside my own mod.
hey Jim the Logic_Breakble isnt working properly, I'm trying to set it so marines can weld the door and the aliens can break the control panel and reopen the door, but sadly no one can damage the breakable object unless cheats 1 is on oO am I doing something wrong or is it a little bugged out right now?
Besides timers being broken, the func_door stay_open property also does nothing whereas it used to work (months ago).
I hope timers get a fix soon because I'm getting flak about my siege maps being broken And I just finished a new one that makes use of buttons and their cooldowns are broken, too.
Does anyone know if this mod is going to be updated? If the original makers of it are otherwise busy with other things, can someone else take up the mantle? Would be good to see siege working again
Does anyone know if this mod is going to be updated? If the original makers of it are otherwise busy with other things, can someone else take up the mantle? Would be good to see siege working again
It may work again with build 250 since the function to get the unix time is working again.
@JimWest: As i posted directly in your mod in the steam workshop: your wave_manager seems to be broken. i have a rather complex wiring but i also tested it directly button -> manager and tested button -> logic_cinematic to exclude the button as error but i discovered 2 more bugs:
-cinematic sets my view to the maps origin if it has no camera entity(dont know why else it's the orogin and no local point to the cinematic)
-buttons will disappear when i press then too quickly(i think in disabled state)
Comments
Yeah its not moving you really smooth atm, found no other way to do it.
It's called func_platform you can trigger it with every logic item.
It drives between 2 waypoints when triggered.
For the trigger, you can set a cooldown, which team it can trigger, how often it can be triggered (all the time, once per player, all the time) and when it should be triggered
(OnExit and OnEnter) in the editor.
* Added map_change entitiy to change a map to the desired one when triggered
* Added logic_breakable, a breakable entity where you can set the model, the material
( when attacking it) and the break cinematic, also fires an output when destroyed
* Added many new items to logic_give_item like all weapons, jetpack, exo
* Added once per steamID to button and logic_trigger (once per player was only once
per live, so if youre respawned you can trigger it again, once per steamId is not
getting resetted)
* Fixed several things, improved npcs, added intelligent spawn logic for npcs (queue manager)
Need to update the first page and add new entities when I got time...
will upload it now again.
Here's the changelog (added 2 rly cool new entities):
* added logic_event_listener - will trigger things after special event like game started, rines won etc
* logic_cinematic - like the normal cinematic entity, BUT: it will also set your cinematic camera to every player,
so you can make with this short cutscenes for game start etc (only need 1 cam in the cinematic file, look at tram flightthrough cinematic)
* changed mod system to new entry file
I really appreciate all the work you put into this mod.
One thing I wonder: Will things like the func_plattform become "smoother" in the future or is this simply not possible without the devs making additions/changes to the Spark engine itself?
but haven't found a way yet that its rly smooth.
edit: there's also a margin of error on the death_trigger - meaning it kills you outside of what appears to be the trigger area. Maybe around 16.
Just set the cooldown.
@DarkSeraph will have a look whats wrong with the platform.
* Added logic_power_point listener - will trigger when power in the lociation of the entity will change (you can change if
it should act only on power on, power off or both
You can also see at my test map, i've made there a button with a logic_switch which is the ncinnected to the emitter and the sound effect
Hopefully will get fixed in a patch or two (keep a lookout for a patchnote mentioning camera jitter).
the wave_manager bug, thx @DarkSeraph
I understand how to make a map with your (really great) extra entitities (unpack into ns2-folder, run the vbs, open the mod...)
But how would I manage to build my own mod - like you did with combat - using EEM? I would love to set up a new mod in Launpad and have the EEM-Entities available in the editor inside my own mod.
which is rly bad.
Actually, you cant set the mod to be requiered (it's possible but thats rly hacky).
I hope timers get a fix soon because I'm getting flak about my siege maps being broken And I just finished a new one that makes use of buttons and their cooldowns are broken, too.
It may work again with build 250 since the function to get the unix time is working again.
-cinematic sets my view to the maps origin if it has no camera entity(dont know why else it's the orogin and no local point to the cinematic)
-buttons will disappear when i press then too quickly(i think in disabled state)