Yo everybody, I have problems with my map. When I start the map it goes just fine, but when I come to changelevel I'm suddenly stuck in the floor. Can anybody help me? PLEEEEEASE!!!
Path_corners are really only good for getting monsters to walk around inside rooms, you really need to use scripts to get them to go through stuff. Once they leave a path_corner for a script, they wont return to one. So the best Idea is to script the whole thing.
Yeah, but sometimes the fix goes haywire. And with invalid solids, you usually get a max_leaf_faces error or bad surface extents. Maybe even a coplanar plane. So if you don't get these errors, you prob'ly don't have invalid solids. And fixing them with the error report's fix tool can go horribly wrong. I'd recommend just redoing the invalid solids.
I?ll try some scripted sequences if I can make them cycle. You know, the thing is in having the grunt make his guard round. (Poor english ). Thanks a lot Vassy.
Yes it does. And making entities walk through doors is a nightmare! But if you have doors and info_nodes, 1 room, and a room on each side of the main room, with doors blocking the way, and have a grunt in each side room, when you fire at one grunt, the other will come rushing through to shoot at you. But this is with nodes. Otherwise, maybe scripted sequences?
Yeah, I seem to have ALWAYS problems with doors (instead, I?m just learning to map :P)... This is my new problem. I?ve got two rooms separated by a func_rotating door. My idea was to have a soldier moving from one room to another using path_corners and, well, the soldier starts moving but blocks when reaching the door because it doesn?t open. I?ve tried using the fire on pass with the door (and used it on several path_corners) but doesn?t work (on any of them), I?ve also tried some triggers only triggerable by monsters (setting them on the soldier?s path) but doesn?t work nice and it?s so difficult to coordinate. How can I make the soldier move from one room to another opening the door on his way?. Thanks. PS: Does my nickname appear on my posts?.
To find invalid solids I go to map/check for problems. Then if there are any problems such as invalid solids you can just click on them and click fix or fix all of type. Hope this helps!
Why won't my map run? And what's MAX_LEAF_FACES and Bad surface extents (Of course, I know that they are caused by invalid brushes)? This is a prob. I've had many times which prevents a map from running.
I don't think that i mentioned it earlier, but I am very new to mapping. (I just started about two weeks ago) I just wanted to ask you guys who are helping me, how do I find and 'invalid solid' or if there are 'trigger/entity' problems? I just want to learn this for myself so I won't have the problem in the future. Thank you all VERY much for looking at my map and considering my questions. -panda alienjon@juno.com
usually ladder waypoints are made when you place on at the bottom and one at the top then you should have a ladder waypoint(before i started mapping i waypointed)
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erm y brother wont let me and my fathers comp has no video card and the comp of my friend is here for some testing(it crashed the whole time so my dad is fixing that)so...... i feel so lonely(snik snik)a why not maby i will chaet i trought so i an see that microwave thing i heard so much about.
I only do SP stuff. Having probs setting up games, and joining. Patch takes so long to d/load on a 56k. I've tried it on gamespy arcade as well. Program stops responding at some point.
The scientist won't actually pound the func_button... even though it looks like he is. You need to trigger the button (or a multimanager) by using the Target property of the scripted sequence. When the scientist stops pounding the window, the Target will be activated. So, let the door target the Ai script, and the script target the zombie. Don't forget that the Zombie will kill the scientist regardless of what triggers are in place, 'cause that's what Zombies do. You are better off hiding the Zombie somewhere and letting him out when needed to kill the Sci.
Scientist? Zombie? Where? I've found three rooms: the start room, the little office, and one with two vending machines, a couch and two bins in. Can't find anywhere else
Won't work Seventh... TFC is really dependant on it's own .fgd I have opened it and the first thing that needs doing is assigining all the missing textures with a new texture, especially the AAA trigger texture. There are some invalid solids and a few triggedr/entity problems. Any of the above could cause the crash. Will uopload something in the Map Vault when I get to it.
In my map I'm trying to make it so when I exit a door at the end of the hall, it triggers an AI sequence for a scientist to pound on a window, then a zombie kills him. I've tried making it so that the window was a func_button, and the scientist activated it, making the aiscripted_sequence for the zombie start, but it didn't work. I also tried making the multimanager activate the AI for the scientist, then having the zombie kill him a few seconds later, but the zombie killed him before I triggered the multimanager. Can anybody help me with what I want to do?
To check out the area of the map I'm trying this in, you can download it at http://pacamp.pandymic.com/downloads/swishmap.zip (Note about map: the first door is breakable. Get the crowbar that's on the shelf)
Have a look at the Dark Outdoor Maps and Environment tutorials. A lot of the maps light depends on the brightness setting for the light_environment (The fourth figure in the line) but that doesn't fix the covered areas. Are you using texture lighting?
someitmes the 30 day limit warning is so bad youd want to pay for it instead of getting it for free..... shipping detail, cost, how mnany, legal shit, on and on and on it keeps nagging you about
thank you!!! I really apreciate someone looking at this. Mapping is new to me and i am finding this drawback to be very aggrivating. THANKS AGAIN!! -panda alienjon@juno.com
I had the same problem in the darker areas of Minimicus. I needed them brighter, but adding light entities wasn't the right solution and Map Brightness didn't work for me either. I was able to get the right amount of light by using the -ambient parm in the $light.exe compile command. I set mine to -ambient .0047 .0047 .0047 which barely lights up the dark areas. Try a higher setting if you need more light. The settings are very sensitive though, as you'll discover if you try it.
erm sorry ot say this slayer but i think it sucks maby cause i get killed al the time by those dam grunts in the livingroom , bbut it might be my crappy comp wich even lags with hl in sp . and i really think its my comp cause when i was testing someone else his his new pc in ut i imediatly made some multi kills and captured some flags in the first 2 minutes
som all damn my comp and pray to my saving acaount so i have soon enought money for a new pc