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			| smithno13 
					Joined: Sun May 18, 2008 5:47 am
 Posts: 265
   |   Re: Mappack II (v1.0)While using the digger on those random crates for no reason, i came up with an idea... Why not make the crates actors that cant do anything, but when they "die" they gib into crate splinters and drop weapons? 
 
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			| Thu Jun 12, 2008 12:15 am | 
					
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			| AtomicTroop 
					Joined: Fri Mar 16, 2007 1:28 pm
 Posts: 328
 Location: Finland
   |   Re: Mappack II (v1.0)Why actors? Why not just MOSRotatings? 
 
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			| Thu Jun 12, 2008 10:12 am | 
					
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			| Duh102 happy carebear mom 
					Joined: Tue Mar 04, 2008 1:40 am
 Posts: 7096
 Location: b8bbd5
   |   Re: Mappack II (v1.0)MOSRotatings would turn into terrain after a bit.
 @smithno13: Are you thinking something like the crate craft, but on the ground and pre-loaded with weapons?
 
 
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			| Thu Jun 12, 2008 11:37 am | 
					
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			| Gotcha! 
					Joined: Tue Apr 01, 2008 4:49 pm
 Posts: 1972
 Location: The Netherlands
   |   Re: Mappack II (v1.0)Roy-G-Biv wrote: @Gotcha!: You should've given the coalition an AK-47. That'd be cooler.The picture was a joke and not worth wasting my time on.   @Mr. Smith: It's a good idea. When will you get started?  
 
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			| Thu Jun 12, 2008 3:28 pm | 
					
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			| numgun 
					Joined: Sat Jan 13, 2007 11:04 pm
 Posts: 2932
   |   Re: Mappack II (v1.0)Gotcha!: No, this base will be more like a very compact floating station, medium size... about the half of the size of the large brickship in the crater map.And its about 8 bunker units above the initial terrain in a flat zone.
 
 
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			| Thu Jun 12, 2008 6:31 pm | 
					
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			| smithno13 
					Joined: Sun May 18, 2008 5:47 am
 Posts: 265
   |   Re: Mappack II (v1.0)Hmm, could be my first project in coding? 
 
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			| Thu Jun 12, 2008 8:33 pm | 
					
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			| Gotcha! 
					Joined: Tue Apr 01, 2008 4:49 pm
 Posts: 1972
 Location: The Netherlands
   |   Re: Mappack II (v1.0)Yup!    Also feel free to use any crates from these maps if you want to.
 
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			| Thu Jun 12, 2008 8:37 pm | 
					
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			| smithno13 
					Joined: Sun May 18, 2008 5:47 am
 Posts: 265
   |   Re: Mappack II (v1.0)@Duh102 Yes, but i have no idea what im doing...
 I need someone to help me with coding and such... i have a basic code right now that uses the gibs from the filing cabinet in apocalypse towers... i just dont know how to put it into an RTE with all the proper files that it needs (bmps, etc) to test it
 
 Also, im planning on making it a MOSRotating that cannot settle (rest threshold     -500) but can you buy and place a mosrotating or does it need to be in the file of the scene as placed at (X,Y)?
 
 
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			| Thu Jun 12, 2008 9:04 pm | 
					
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			| blipflip 
					Joined: Fri Dec 22, 2006 12:47 pm
 Posts: 181
 Location: I am the monkey. I can go ANYWHERE.
   |   Re: Mappack II (v1.0)This is great, but with each of the maps the game freezes for a fraction of a second every few seconds.  
 
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			| Fri Jun 13, 2008 5:18 pm | 
					
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			| smithno13 
					Joined: Sun May 18, 2008 5:47 am
 Posts: 265
   |   Re: Mappack II (v1.0)Well, the crate is basically done... i need to find a better sound for shooting the crate itself, but everything else is good 
 
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			| Fri Jun 13, 2008 11:35 pm | 
					
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			| Gotcha! 
					Joined: Tue Apr 01, 2008 4:49 pm
 Posts: 1972
 Location: The Netherlands
   |   Re: Mappack II (v1.0)Great stuff.   Wish I could help you out but I am still a modder in training.  
 
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			| Sat Jun 14, 2008 12:36 am | 
					
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			| smithno13 
					Joined: Sun May 18, 2008 5:47 am
 Posts: 265
   |   Re: Mappack II (v1.0)Well, all i need is a sound that doesnt sound bad repeated 50 times in a row   even got a sound for the thing being destroyed... then i will probably expand, and put other weapons, and sets of weapons in, and release as a mod.. probably wont be out for awhile, i feel like crap right now (possible tonsilitis, if it is it will be much longer...)
 
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			| Sun Jun 15, 2008 1:43 am | 
					
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			| Ultric 
					Joined: Thu Jul 10, 2008 6:23 pm
 Posts: 301
 Location: Lurking somewhere around here...
   |   Re: Mappack II (v1.0)Favorite mappack.
 City Evening: Great for npc attacks. Personal favorite.
 City Night: Most realistic and awesome. Sadly, npcs always get confused and attempt to enter through the shooting holes.
 Doomed 1 and 2: Awesome scary maps. Can't say much else.
 Space Outpost: Cool moon outpost.
 Space Crater: Great base. I actually missed the actual base and just fought from the minibase.
 
 All I got to say. Great maps XD.
 
 
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			| Tue Jul 29, 2008 6:06 pm | 
					
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			| CantTouchTheGround 
					Joined: Mon Jul 09, 2007 3:46 pm
 Posts: 124
 Location: Just dont look in your closet.
   |   Re: Mappack II (v1.0)Ever planning on elabourating on these maps? Maybe making one just a bit smaller and less laggy after a few 30 minutes of playing  
 
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			| Thu Jul 31, 2008 4:53 am | 
					
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			| Gotcha! 
					Joined: Tue Apr 01, 2008 4:49 pm
 Posts: 1972
 Location: The Netherlands
   |   Re: Mappack II (v1.0)I am working on improving them, but I doubt they will be less laggy for you. I've already succumbed to people's pleas to make smaller maps, and these were it, but I refuse to make them even smaller.    My future mappack will have a couple of small ones in it though.   Sidenote: What's your pc like?
 
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			| Thu Jul 31, 2008 6:38 am | 
					
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