Thanks for the replies and feedback folks…
Zer0cool:
but it seemed like that parachuters couldnt be shot… is that right? What is the reason for this?
Yes… that was intentionally done so… 2 reasons:
- When a paradropped player has no protection, he is a sitting duck…and nobody wants to take a flight with the parachute then… (i know it from another map, where this paradrop is first made for, UJE_Warzone_sniper)
- After testing several games on our own server, it turned out that the mission was really hard for axis, so we needed some more advantages for axis… The one-way-shootable paradrop is 1 advantage…
the fps are fine everywhere
That is nice to hear… feedback.
I even used some fog in the map, which cuts framerate a lot… 2/3 FPS remaining with that fog…
Try it Yourself: /devmap uje_01 and then disable the fog: /r_wolffog 0
[]v[]:
how did you do that?
The V.I.P.? It is an old Quake3 model… legs/torso and head are seperate models… i attached them on a script_mover (Chruker’s “tag-the-dummy”)…
The script is build from scratch, and i had a few rebuilds on the script, because i hit some scripting-limits…
Now the VIP is a combination of about 20 entities…Along the way more things were added…
I used several info_notnull entities to hold some extra script-info for the V.I.P to let the V.I.P. do some things at the same time (and because i couldn’t fit all the script in just 1 scriptblock of the V.I.P. itself)
The paradrop is a transparent script_mover where a player can just stand inside (the teleport-destination just fits inside actually, which is slightly wider than a player)…
I got the solution to make a 1-way-shootable from this forum…The search-option is really great! I had read it in a very old post…
isbowhten:
how to let a mover revive? does it move a certain way?
Medics need to “revive” the V.I.P… but they do not need a needle, they just have to touch him…In fact, on a NoQuarter server, players who are a level 9 medic, can also revive the poor V.I.P.
The V.I.P.-script_mover is automaticly self-reviving… i repair it from script when it dies… i only show the animation of a dying V.I.P (but meanwhile he is “repaired” allready)… That is why i do not show the healthbar of the V.I.P… otherwise the whole effect is gone.
I had to trick things, so the V.I.P. doesn’t show a healthbar (even while players can shoot him because he has health)…
The V.I.P. moves along a spline-path, just like a tank/truck…The only difference is that the V.I.P. is able to interrupt (and continue) his path from any position on the path…(This was needed because he has to fall dead when he gets hit, and not like a tank, drive to the next spline first)…
Berzerkr:
Do you release the VIP along with a tutorial as prefab for other mappers?
The V.I.P. as a prefab?.. that would not be too much trouble… but to explain how it is al connected by the mapscript…woot! That would take a while to explain… (longer than to build it myself)
Everybody who downloaded the map, allready has the mapscript, so they can have a look at it…
{SSF}Sage:
Yes it is pretty much like an ordinary tank,but with some differences…
I used seperate “threads” to time things… This way he can always be “revived”…
I just hated the buggy tanks… sometimes they stop and the mission is wasted…(as far as i can test, this has to do with some internal ET script-handling… every map with a tank has it every once in a while).
My V.I.P. is not resistant to this bug, but my seperate “revive-thread” keeps working, and it will enable the V.I.P. again… so…the mission can continue… woohoo!
Btw: I used info_notnull entities to hold some extra code (and accums)
…
When the map is finished (released as final), i will release the source-map as well