help needed please Created 20 years ago2004-04-30 07:40:50 UTC by nikos nikos

Created 20 years ago2004-04-30 07:40:50 UTC by nikos nikos

Posted 20 years ago2004-04-30 07:40:50 UTC Post #24639
Doin a resident evil map, and when u pick the shotgun up it triggers that roof to come down on you (in the real game) im makin it slightly different so taht when u poick the shotty up it will trigger off a door closing sound and then 3 zombies appear in the room where the roof usually falls down.

how would i go about doing this?

cheers
Posted 20 years ago2004-04-30 07:44:30 UTC Post #24640
let the weapon trigger a multimaneger wihc first triggers a sound. then 3 zombies ore a monstermake wihc will make the zombies walk in wiht ascripted sequence
Posted 20 years ago2004-04-30 07:49:53 UTC Post #24642
what key values do i need to put into the multi manager for the sound and the three zombies?

these always confuse me

and what do i exactly do for the scripted sequence. is it better to make them walk through the door, or actually just appear in the room, as you wont see em walk in anyway
Posted 20 years ago2004-04-30 09:25:30 UTC Post #24650
the only advice i can say is give up making a resident evil map, i tried. it was all was going well, but the game play is rubish. When its out of first person the bullets go all over the place, this is a pic from my attempt.
User posted image
As you can see he is facing the camera but the bullets are going behind him.
Posted 20 years ago2004-04-30 10:22:49 UTC Post #24653
im stickin to a first person one though, i have ideas to slow the gameplay down to, with opening/closing door sequences etc etc. its goin alright. dont know how to put a screen shot up tho :/
Posted 20 years ago2004-04-30 10:50:43 UTC Post #24654
Upload a screenshot to your webspace and link to it.

If you don't have webspace, you can get 30 MB free at www.websamba.com.

Seventh: Just post an appendix/edit/correction and a helpful friendly mod will do it for you
Posted 20 years ago2004-04-30 10:51:52 UTC Post #24655
If you don't have webspace, you can get 30 MB free at www.websamba.com.

// When can I edit my posts?!? :(
Posted 20 years ago2004-04-30 14:38:28 UTC Post #24687
I scrapped a similar map... decided just to play RE.
Posted 20 years ago2004-04-30 17:35:35 UTC Post #24705
these are two of my rooms from my map so far

main hall obviously

http://www.imagestation.com/picture/sraid114/p84d328340ef93bf98e512f3a11169a16/f8d4a93f.jpg

and this is the gallery room where all the crows are

http://www.imagestation.com/picture/sraid114/p1cfd9553c159258514b85d78e4a06ac9/f8d4a942.jpg

i need to think of a new puzzle, its for a uni assignment, and the result of this puzzle will give u access to the courtyard door (where u out the moon/star etc shapes in) and end the level. so if anyone has any ideas id appreciate it :)
Posted 20 years ago2004-05-01 00:06:59 UTC Post #24761
Hmmm 403 error...
AJ AJGlorious Overlord
Posted 20 years ago2004-05-01 00:07:43 UTC Post #24763
Oh wait they worked. Not bad not bad...
AJ AJGlorious Overlord
Posted 20 years ago2004-05-01 00:40:01 UTC Post #24775
OK, once again, as I have said many times before. WHY DO YOU HAVE TO MAKE EVERYTHING SO COMPLICATED SOUNDING. Make a block around the weapon. Set the block to a trigger_once and set te trigger to the zombies.Dne and done. And no multimanagers needed. BOOYOSA!!!
Posted 20 years ago2004-05-01 08:02:33 UTC Post #24825
lol, i can never think simple :D
Posted 20 years ago2004-05-01 08:20:49 UTC Post #24826
If you're going to do it that way, you don't even need the trigger_once, just set the 'target' property of the weapon to trigger your monsters. However, you'll need to set your door sound and the monstermakers all with the same name. Sometimes doing that leads to trouble. I recommend you make the effort to learn how to use the multimanager now. It will save you a lot of trouble later.
Posted 20 years ago2004-05-01 09:44:18 UTC Post #24834
i nearly had it sorted with the multi manager.

to do it with the multimanager would you create 3 monstermakers or 3 actual monsters, and then name them and link em in the multi manager?
Posted 20 years ago2004-05-01 10:39:18 UTC Post #24847
Monstermakers, otherwise the monsters will be in the room from the time the map starts.
Posted 20 years ago2004-05-01 11:10:07 UTC Post #24850
Someone said something above about when are you going to be able to edit posts? I emailed atom about it like a day ago (coincedence) and he said he is going to be getting on that very soon.
Posted 20 years ago2004-05-01 13:39:07 UTC Post #24888
I'll probably never learn how to use the multimanager haha.
Posted 20 years ago2004-05-01 17:30:42 UTC Post #24918
You'll have to change your name then....to Worldcraft Dud. ;)
Posted 20 years ago2004-05-01 18:02:45 UTC Post #24922
Using multimanagers in 6 easy steps! brought to you by Ministeve corporation, mapping with a growl and a swear!

1. Name the mm.
2. Click smartedit.
3. Click add.
4. Type the name of the entity to be triggered in the target field and the delay time (.001 for instant) in the value field.
5. Click ok.
6. repeat process until all entities needing triggered have been entered.
Posted 20 years ago2004-05-01 21:31:45 UTC Post #24981
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Posted 20 years ago2004-05-02 11:05:58 UTC Post #25073
Roflmao
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Posted 20 years ago2004-05-02 12:26:05 UTC Post #25077
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