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campxray
- ProSabre
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9 years 4 months ago - 9 years 4 months ago #31
by ProSabre
Replied by ProSabre on topic campxray_test 03
Ahoy.
One heavy update :
Better design and more rebuild. Looking nice.
More scene items.
More view cameras, cover all - or most areas of the map.
Few light shaders added and small fog.
Flicking of the walls are much degraded in this build.
Much to be discovered by you.
Server : Dangerous2mod ... Ip: 192.168.0.2 : Port : 11001
The Most newest mod; DM - you'll ever going to taste & try For SABRESQUADRON
Test_03
One heavy update :
Better design and more rebuild. Looking nice.
More scene items.
More view cameras, cover all - or most areas of the map.
Few light shaders added and small fog.
Flicking of the walls are much degraded in this build.
Much to be discovered by you.
Server : Dangerous2mod ... Ip: 192.168.0.2 : Port : 11001
The Most newest mod; DM - you'll ever going to taste & try For SABRESQUADRON
Test_03
Last edit: 9 years 4 months ago by ProSabre.
The following user(s) said Thank You: ShayoX, Femto
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9 years 4 months ago - 9 years 4 months ago #32
by ProSabre
Replied by ProSabre on topic campxray_test 03
Ok, This is a round up for test map.
Thanks To NL for testing , we have came up with wonderful ideas to implement for an 04 build in the next week.
Round up as follows for an 04.
Add Weapon crates.
A way to prevent guns falling fru the floors. Experimental testing in model.
Flack guns on the rooftop , two.
Standing Mg guns x4
Bunkers or mixed huts on roof x4 or 6.
One built over looking watch tower on roof.
Plants, bush , trees , ie roof top garden.
More cover items, boxes, barrels.
2 or 3, over ways to climb rooftop - possible more ladders.
One big gate that opens on switch, taken from Brest - for coop build in later date. no time on this...
more spawns to add in for rooftop.
Spitfire planes taken from Africa map, swarming the sky's
So more on the wagon.. Think that we concluded a lot together.
Test 03 out for time being chaps, and suggestions are open, but please consider what their is above in the list, as building takes a hell of lot of time.
Thanks To NL for testing , we have came up with wonderful ideas to implement for an 04 build in the next week.
Round up as follows for an 04.
Add Weapon crates.
A way to prevent guns falling fru the floors. Experimental testing in model.
Flack guns on the rooftop , two.
Standing Mg guns x4
Bunkers or mixed huts on roof x4 or 6.
One built over looking watch tower on roof.
Plants, bush , trees , ie roof top garden.
More cover items, boxes, barrels.
2 or 3, over ways to climb rooftop - possible more ladders.
One big gate that opens on switch, taken from Brest - for coop build in later date. no time on this...
more spawns to add in for rooftop.
Spitfire planes taken from Africa map, swarming the sky's
So more on the wagon.. Think that we concluded a lot together.
Test 03 out for time being chaps, and suggestions are open, but please consider what their is above in the list, as building takes a hell of lot of time.
Last edit: 9 years 4 months ago by ProSabre.
The following user(s) said Thank You: Rs_Funzo, NL, ShayoX, Femto
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9 years 4 months ago - 9 years 4 months ago #33
by Stern
The one who hesitates is lost !
Replied by Stern on topic campxray
Art gallery in DM.
'
If you don't wish to give some specific actions to enemy, then they really don't need scripts to function...
In Cz4(Marketplace), there are no scripts for enemy (that is why they run and attack like hell).
But you don't have any checkpoints on new floors, that means enemy cannot move and run to kill player
and you could leave them without scripts.
Or simple script to activate (suspend0 to spawn them when player is in range) and give SihgtRange and HearingRange and make them stand or crouch...
Example here:
//Enemy 1
Block
{
HUMAN_SetOptimized(1);
HUMAN_Suspend(1);
goto END;
}
//----Spawn----
Whenever Spawn (_SignalReceived(1))
{
HUMAN_Suspend(0);
HUMAN_SETSIGHTRANGE(90);
HUMAN_SETHEARRANGE(80);
HUMAN_SETAIMODE_Defensive();
}
//----OnAlarm----
OnAlarm()
{
EndScript();
}
//----OnAlarmDone----
OnAlarmDone()
{
HUMAN_Reload();
}
//----OnDeath----
OnDeath()
{
EndScript();
}
Label END:
'
Rssabrefinn wrote: i am unable todo is rig up the actions of an solider. Maybe,' i could script soldiers - by using over scripts
If you don't wish to give some specific actions to enemy, then they really don't need scripts to function...
In Cz4(Marketplace), there are no scripts for enemy (that is why they run and attack like hell).
But you don't have any checkpoints on new floors, that means enemy cannot move and run to kill player
and you could leave them without scripts.
Or simple script to activate (suspend0 to spawn them when player is in range) and give SihgtRange and HearingRange and make them stand or crouch...
Example here:
Warning: Spoiler!
//Enemy 1
Block
{
HUMAN_SetOptimized(1);
HUMAN_Suspend(1);
goto END;
}
//----Spawn----
Whenever Spawn (_SignalReceived(1))
{
HUMAN_Suspend(0);
HUMAN_SETSIGHTRANGE(90);
HUMAN_SETHEARRANGE(80);
HUMAN_SETAIMODE_Defensive();
}
//----OnAlarm----
OnAlarm()
{
EndScript();
}
//----OnAlarmDone----
OnAlarmDone()
{
HUMAN_Reload();
}
//----OnDeath----
OnDeath()
{
EndScript();
}
Label END:
The one who hesitates is lost !
Last edit: 9 years 4 months ago by Stern.
The following user(s) said Thank You: NL, ProSabre, ShayoX, Femto
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- ShayoX
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- Modding the hell out of H&D2 ;)
9 years 4 months ago - 9 years 4 months ago #34
by ShayoX
Replied by ShayoX on topic campxray
I am currently playing on the map, grenades can blow me through walls and it's not normal yes? 
EDIT:
Found rock that is glitchable.
Recorded some vids gonna make full video of them now.

EDIT:
Found rock that is glitchable.
Recorded some vids gonna make full video of them now.
Last edit: 9 years 4 months ago by ShayoX.
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- ShayoX
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- Modding the hell out of H&D2 ;)
9 years 4 months ago #35
by ShayoX
Replied by ShayoX on topic campxray
Alright here's the video, choosed Vimeo cus it's no sence to upload it to youtube.
Hope this will help you making this map best as possible.
Hope this will help you making this map best as possible.
The following user(s) said Thank You: NL
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- ProSabre
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9 years 4 months ago #36
by ProSabre
Replied by ProSabre on topic campxray
Shayox thanks
The floor item is like that because it dont carry its own definition.
While add definition it puts a bounding box around the object, but not inside it.
So this is a problem. i did notice once using a different item the nade didn't go fru. it was in brest map build, so I'll have to recall what i did used to stop falling objects.
all glich will be delt with....
The floor item is like that because it dont carry its own definition.
While add definition it puts a bounding box around the object, but not inside it.
So this is a problem. i did notice once using a different item the nade didn't go fru. it was in brest map build, so I'll have to recall what i did used to stop falling objects.
all glich will be delt with....
The following user(s) said Thank You: ShayoX
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