I see scripts...why dont you? Created 19 years ago2004-07-28 20:37:15 UTC by Floater619 Floater619

Created 19 years ago2004-07-28 20:37:15 UTC by Floater619 Floater619

Posted 19 years ago2004-07-28 20:37:15 UTC Post #46160
In my new map 'The Lounge'
There is a ton of scripts,
but people say that they cant see them,
but when i play my map, i can see them fine,
what is this problem?
if you could download my map and tell me if
you see the scripts or not, it would greatly
be appreciated
Posted 19 years ago2004-07-28 20:56:15 UTC Post #46172
The problem is that you need to "funnel" the player through your map. Make the player go down a set path and have things happen around him as he moves along. Your map has too many scientists standing around in one spot so the player (or in the case of this map where there's nothing to do, the "watcher") doesn't know where to go or what to look at.

I'm not saying maps should force a player down a rigid path, but in the case of using scripts, when you design your map you want to make sure that the player is at least in a position to see them, AND equally important is that he should know that he's supposed to be looking at them.

With all the scientists in such a small area, and no sense of purpose in the map, it's not hard to understand why no one noticed the scripts.
Posted 19 years ago2004-07-28 21:22:34 UTC Post #46174
It might be a model issue. Some animations don't work with teh HD pack or SD models, which is what the majority of HL players nowadays use. If you are still using LD models, you should get Bshift and get teh HD ones or get some SD models.

http://www.hl-improvement.com
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-28 22:13:44 UTC Post #46188
but there was a purpose to the map, it's a lounge.

and trigger_once's would be good for making the player pass through
them and then using the scripted_seq. i already have some of these in
my map, but not everyone is triggered with a trigger_once. some use
a trigger_auto which is why most anims start at the same time.
Posted 19 years ago2004-07-29 00:26:04 UTC Post #46208
(1) A halflife player has no pupose or goal when hes "playing" a map of a tiny lounge. He just stands there or walks around. In a word, boring.

(2) As I already told you, there are too many scientists standing around to know which one to look at and when. You know what to watch cause you made the map. No one else does, and without the map having any purpose, I doubt anyone would want to take the time to figure it out.

(3) If you want people to notice something, it must stand out. You need to have something draw the players attention to the action you create. Use some creativity to get the player to look/go where you want them to.

(4) Quit tryin to be cool by pressing return 20x in your post. And no, please dont explain why you did it. Just dont do it.
Posted 19 years ago2004-07-29 01:23:31 UTC Post #46223
Scripted maps need to be linear to work correctly.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 03:37:11 UTC Post #46257
And interesting too. Look at Half-Life's scripted sequences, espcially the ones further in the game. A map is not sustainable on a couple of scripted_sequences.
AJ AJGlorious Overlord
Posted 19 years ago2004-07-29 03:59:30 UTC Post #46259
Scripted maps need to be linear to work correctly.
See Floater, I wasn't lying to you:
The problem is that you need to "funnel" the player through your map. Make the player go down a set path and have things happen around him as he moves along.
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