Disco Party Created 20 years ago2004-04-06 13:03:25 UTC by Blueblade Blueblade

Created 20 years ago2004-04-06 13:03:25 UTC by Blueblade Blueblade

Posted 20 years ago2004-04-06 13:03:25 UTC Post #21410
Hey, I've been working on a few maps now for HL, and one of which is a big disco party full of scientists, marines, assassins, monsters, and security guards. I have a disco ball with light beams shining around the room, strobe lights, a punch table with a drunken scientist lying on it, book shelves and drink machines piled up in the corners, and various random posters hanging up about the room. The room itself isn't very remarkable - just a big cube with textures (what most rooms are lol). The problem, though, is that it just doesn't seem like a party.

I set all of the enemies to prisoners so that they wouldn't attack anyone, and scientists and security guards just stand there and chat about their occupations. I've tried adding the wave animation to make the scientists look like they were doing something in the vague resemblence of a dance, but I've only managed to make them wave once and then they resume talking to each other. Could anyone help me liven up the party?

BTW, your tutorials are very, very helpful, and I'll be using many of them to enhance my other maps. :)
Posted 20 years ago2004-04-06 14:58:50 UTC Post #21428
i downloaded you map blueblade, and i'm ashamed to say it, but i wouldn't want to drink that nasty stuff in the punch bowl, what is it, it's gross, it's like some kinda oily puke! lol, but otherwise, it is a fairly good map, exept for the corridores that lead to nowhere, and i think you should put the gman chamber in the vault. that might get some interesting posts. lol

:) :| :( :zonked:
Posted 20 years ago2004-04-06 15:04:34 UTC Post #21432
If u will know more about scripts... Visit the tutorial http://www.cariad.co.za/twhl/tutorial.php?id=53

U can have a bar, tables, 2-3 rooms with different sorts of music..
I cant help u more... give a scrrenshot so i can fix it... or lay it in mapvault...

P.S look on my 1st script map... under it it stands little help mabey...
http://www.cariad.co.za/twhl/mapvault_map.php?id=886 :lol:
Posted 20 years ago2004-04-06 15:50:25 UTC Post #21447
Ah, the g-man chamber. I'm so fond of that one. Too bad he still won't die. Lol. When he gets pushed off of the platform and falls down the very long tunnel, at least you have the illusion of him dying at the bottom. I may add some laser gun turrets like in my Seeker level for one's amusement.

ZeG, I've been reading that tutorial and it's helping me immensely. I like the idea of multiple party rooms, but how could I add different music for each one?

I'll continue to read the various tutorials and refer to that map, and when I have the chance, I'll post it in the map vault.
Posted 20 years ago2004-04-06 16:11:14 UTC Post #21450
U can have like a controlpanel in a room behind the bar... :P
There can u insert buttons with music... or a lamp like blinks very fasts...(it is dark in the room.. when u press the button its flash very fast :D ...
Posted 20 years ago2004-04-06 16:25:52 UTC Post #21454
Yay! Someone else who can speak coherent English!

Anyway - use a multimanager that triggers itself and the scripted sequence every 5s or so?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-04-06 16:49:19 UTC Post #21458
Hmmmm . . . Perhaps I need to use aiscripted_sequence so that the scientists wouldn't be interrupted. I'll just have to experiment with it a bit.
Posted 20 years ago2004-04-06 18:19:33 UTC Post #21493
Yeah. It's a tricky one, there're always threads on this :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-04-06 18:31:46 UTC Post #21502
if ur trying to get a scientist to look like hes dancing,put a small electric shock or somit in the room and then he will get electrocuted and look like hes dancing.if that made sense?
Posted 20 years ago2004-04-06 18:44:10 UTC Post #21508
give him the action of being electrocuted. if you want his animation to repeat put it in the "idle animation" field, not the "action animation" field.
Posted 20 years ago2004-04-06 18:57:13 UTC Post #21511
he he he, maybe you should put on on a raized dance platforem, and make it emit electricity on the press of a button, and it would make him be electrafied, that would be cool
Posted 20 years ago2004-04-06 21:18:05 UTC Post #21522
Lol!

Anyway, I'm using a multi_manager and trigger_auto in a test map to make a scientist wave. So far, he only waves once.

Wait, I believe I left out a value. Oh! Silly me, I forgot to make the multi_manager loop. slaps head Now it works fine! I was looking at the multi_manager in the scripted tutorial example map and was wondering why it had itself listed . . . Now I can finish that work in the Disco Party level! :D
Posted 20 years ago2004-04-07 01:51:15 UTC Post #21538
I look forward to seeing it.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-04-07 10:07:33 UTC Post #21584
All right, after playing around with different settings and things, I've found that I can't make multiple scientists dance with a single scripted_sequence entity, so I had to add several. Then I found that that caused a slowdown. I'm working on a way to correct this, now.

Is there any way I could assign a scripted_sequence to more than one entity?
Posted 20 years ago2004-04-07 10:42:22 UTC Post #21588
I found what the slowdown was. For some odd reason, vis.exe continues to run in the background after the level has compiled. What could be the cause of this? I noticed a "WARNING: Leaf portals saw into leaf" error during the vis.exe compile, though. How could I fix this?
Posted 20 years ago2004-04-07 10:50:38 UTC Post #21589
Well, if you're just using the Quake-tools vis.exe, get Zoner's Compile Tools. Anyway, otherwise, look on this ginormous page.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-04-07 19:13:52 UTC Post #21661
I used Zoner's Compile Tools and worked out all the bugs. It now works fine. :D I'm actually finished with it for the moment. I'll have to upload it.

Question: if I compiled it with vis.exe set to fast, would it have any effect on performance? Just wondering, because I decided to use that parameter to speed up the process so I could post it. The level runs slightly slow in some places because there are so many people in it. Oh well.

Anyway, I added a deathstar laser to the disco ball and expanded the party room. There's a little area beyond the room that you can explore if you get bored, where there is a stand off between marines and aliens. I found that it was quite fun making this map. :)
Posted 20 years ago2004-04-07 19:44:06 UTC Post #21666
finally i really coud not wait to it till you put it up it sonds sweet and you alowo uploads and put the .rmf or .map i might be able to fix your slow mo problem in some areas
Posted 20 years ago2004-04-07 21:21:43 UTC Post #21682
I kept having uploading problems. I'll try again later, and if that doesn't work, I'll just have to create a link to it. :
Posted 20 years ago2004-04-07 21:42:10 UTC Post #21687
um how big is it
Posted 20 years ago2004-04-07 21:45:22 UTC Post #21689
Okay, it's uploaded, but for some reason, it omitted the screenshot. :( That really helped describe the level.
Posted 20 years ago2004-04-08 05:31:11 UTC Post #21709
I can't find it :(
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-04-08 08:55:18 UTC Post #21732
I had to remove it. Apparently, the entire file wasn't uploaded. I'll get it up, somehow. Lol.
Posted 20 years ago2004-04-08 10:44:16 UTC Post #21736
If you're having trouble, e-mail me it, theshadow395@icqmail.com, and I'll host it for you so you can post it to the 'vault.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-04-08 10:52:41 UTC Post #21737
Okay, I had to upload the .zip file to Ripway, but I finally got it up, at last. :D I apologize for all this mess. Thanks for the offer, Seventh-Monkey; I'll keep you in mind the next time this sort of thing occurs. :)

The only problem with uploading it to Ripway is that it has a 5 MB daily usage limit, so if anyone could download the file and then upload it themselves, that solve the issue. The file is 1.36 MB, so they shouldn't have any problems uploading themselves, but I couldn't for some reason. I guess it was this dial-up connection that kept screwing up. It's in the Completed Maps section, BTW. :)
Posted 20 years ago2004-04-08 11:41:05 UTC Post #21743
make a few more lasers and a few xtra rooms.
also mkae the lasers go faster
Posted 20 years ago2004-04-08 12:07:03 UTC Post #21749
Works for me. 1.4MB.

PS: Although you don't seem to have run VIS for the included BSP!? It's awfully laggy.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-04-08 12:40:47 UTC Post #21753
I ran it with the fast parameter. :| I could go back and recompile it if you want. I thought the lag was from the many people throughout the level. . .
Posted 20 years ago2004-04-08 13:33:16 UTC Post #21762
Yes, it runs much more smoothly now. :) While I'm at it, I'll continue to add more things to do. Hehe.
Posted 20 years ago2004-04-08 16:41:32 UTC Post #21771
The level is much better now. It runs more smoothly, and you can actually work your way around to the door in the first hallway that you start in. I won't spoil it for you.
Posted 20 years ago2004-04-08 18:03:07 UTC Post #21779
I got it to upload correctly! Go download Version 1.1. :D
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