Forum posts

Posted 5 years ago2019-02-24 13:39:07 UTC
in Toying with multiple choice Post #342080
Now this is interesting... very much remembers me of one of RTSL's last contests where the objective was to make a map worth replaying several times... I imagine that should be very much feasible (talking about Source here, never really worked with GoldSrc, as for Source, BMS would present itself as an obvious choice) and would certainly be interesting to play... maybe split the whole thing into three maps (cargo area stealing, cargo area basement kill/help scientist, security station area)?
About to ask a buddy to playtest part of the map while I start working on the next area... 1/4 done so far, doesn't look good :/
Posted 5 years ago2019-02-23 18:51:17 UTC
in Post your screenshots! WIP thread Post #342072
Awfully behind schedule but I've done worse... I guess.
User posted image
Welp.... one area mostly complete and playable... I think I'll have to cut down the amount of areas I was going to build a little...
I can't tell if progress is being made, but things are being thinged!
User posted image
Phillip always used to include a "don't post your entry anyplace else for a month following the contest" rule, does anything similar apply here?
Posted 5 years ago2019-02-08 01:30:31 UTC
in ep2 - make chopper take damage Post #341987
hi folks,

made a test map using a func_tank for a flak and i want it to shoot down combine choppers. problem is, choppers and gunships usually only take damage from the player's rocket launcher - i tried setting the entity's damage filter to one that set to allow damage by entity name [name of my tank] but it didn't work.

advice, anyone? the only thing i can come up with anymore would be parenting a trigger or some invisible entity to the chopper that triggers its selfdestruction upon taking enough damage from the flak. the func_tank is set up using the heavy combine cannon values for ammo type and FX handling. using ep2 hammer & game.

peace,
amber