damn, my "I got an Idea" was on there...
Im honoured... Truely Honored...
Created 19 years ago2005-01-08 19:34:01 UTC by Archie
so muzzle, is that code possible?What code.
Just work on your own map and once we're all done, one member (i'm almost certain muzzleflash agreed to do this ages ago) will take all the .rmfs, add suitable changelevels and then send us them back for us to compile.Aye.
So that means that our change_levels are not in the same placethats not a damn problem. changelevels don't have to be at the same point in the map grid. I thought you knew something about mapping.
MuzzleFlash, ive been wondering if there would be a way to put something in your map to disable saving via code. my entire part is timed to a song, luckly I have found a way so that currently, if the player saves and loads in my part it will generally pick up where it left off. but now comes the problem that if the player is being slow, he won't have enough time to disarm the bomb. and if he saved at a point where there was no possible way to get to the bomb in time, then the player would either be forced to cheat or find an older save.
so im just wondering if it would be a way to have an in-game entity coded in that could be triggered to disallow or allow quicksaving. it really doesn't sound that hard to do to me. so could you give it a quick thought?
thats not a damn problem. changelevels don't have to be at the same point in the map grid. I thought you knew something about mapping.Look,dear retard
them dumb or gay.I ll try to remember that but I didnt call anyone gay yet in here...
i swear an oath that I will NEVER work with saco again.Cause I try to help?I just dont want your mod to be something dissapointing (dont get me wrong mappers,some talented mappers work on this mod) like TWHLmix...
why dont you just stop being the voice of doom and get on with something useful like... oh i dunno.. mapping?Dont even make me tell people what you have asken me about mapping??!Besides your maps are not real mod maps(the 1 I've seen 3 weeks ago),good architecture but really it has bad entity work (I dont know if you fixed it)
i swear an oath that I will NEVER work with saco again.I would get the hell out of your life if I could just send my damn chapter to you but I cant cause you are not msn[funny?you seem to be online everday...I wonder why are you offline for 1 week]
Edit:Crap. Im still a n00b at C++, i have never coded a new single entity before.
MuzzleFlash, ive been wondering if there would be a way to put something in your map to disable saving via code. my entire part is timed to a song, luckly I have found a way so that currently, if the player saves and loads in my part it will generally pick up where it left off. but now comes the problem that if the player is being slow, he won't have enough time to disarm the bomb. and if he saved at a point where there was no possible way to get to the bomb in time, then the player would either be forced to cheat or find an older save.
so im just wondering if it would be a way to have an in-game entity coded in that could be triggered to disallow or allow quicksaving. it really doesn't sound that hard to do to me. so could you give it a quick thought?
Or did you just find a site with the right tuts and copy+paste the right code?Kinda.