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Release ExtremeBunkerMaker v1.0 **EPIC**
#11
(01-05-2011, 00:33)aosma8 Wrote: Screw the CP, Player controlled sentry FTW!!!!!!!!!!!

Hell yeah! lol.

Prepare for the age of CP maps. Smile
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A casual conversation between barata and I about Nukem.
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#12
Vote 4 "Important Threads" (Sticky) Big Grin
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#13
(01-05-2011, 02:10)master131 Wrote:
(01-05-2011, 00:33)aosma8 Wrote: Screw the CP, Player controlled sentry FTW!!!!!!!!!!!

Hell yeah! lol.

Prepare for the age of CP maps. Smile

They didn't even saw your controllable rocketshooter aka SAM turret yet :O
--
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#14
(01-05-2011, 07:39)Eekhoorn Wrote:
(01-05-2011, 02:10)master131 Wrote:
(01-05-2011, 00:33)aosma8 Wrote: Screw the CP, Player controlled sentry FTW!!!!!!!!!!!

Hell yeah! lol.

Prepare for the age of CP maps. Smile

They didn't even saw your controllable rocketshooter aka SAM turret yet :O

That's easy, just replace the createMinigunTurret function with this:
Code:
createMinigunTurret(pos, rotation)
{
    miniGun = spawnTurret( "auto_turret", pos, "tow_turret_mp"  );
    miniGun setModel(level.auto_turret_settings["tow"].modelBase);
    miniGun SetTurretType("tow");
    miniGun.angles = rotation;
    level.minigunEnt[level.minigunEnt.size] = miniGun;
}
[Image: 30xhrep.png]

A casual conversation between barata and I about Nukem.
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#15
Finally U release it...d0h! will be very busy at cleaning custom map section Big Grin
I got error when compiling the building function with other mods...
Something like that:
Code:
Cannot find mapsmpturret_killstreak
Fixed, the correct code should be:
(Please correct it on first page)
Code:
createBlocks()
{
    level.crateTypes["turret_drop_mp"] = [];
    level.crateTypes["tow_turret_drop_mp"] = [];
    level thread maps\mp\_turret_killstreak::init();
    if(level.bunkerList.size > 0) {
        for(i = 0; i < level.bunkerList.size; i++) {
            if(isDefined(level.bunkerList[i]))
                level thread createJumpArea(level.bunkerList[i].location, level.bunkerList[i].angle);
        }
    }
    if(level.minigunList.size > 0) {
        for(i = 0; i < level.minigunList.size; i++) {
            if(isDefined(level.minigunList[i]))
                level thread createMinigunTurret(level.minigunList[i].location, level.minigunList[i].angle);
        }
    }
}
[Image: wyipjqo9qon7rc2v1lo.jpg]
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#16
Oh and you can remove miniGunThink() from _serverfaceanim_mp.gsc since it is not used anymore. I needed it to stop myself from spawning CPs when I used a sentry before I added the ability to be able to delete them. Also if you look inside _rank.gsc you can decide whether to test my fail COD Jumper test on by setting level.failCODJumper to true.
----
As for the maps\mp\_turret_killstreak error, I don't know why you have it. It exists inside the game itself.
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A casual conversation between barata and I about Nukem.
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#17
It isn't a custom map maker, it's just a carepackage spawner, why do you guys call it a map >.>

To me it's more like a map creator inside a existing map Big Grin
[Image: 1fxsnb.jpg]
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#18
(01-05-2011, 12:45)4FunPlayin Wrote: It isn't a custom map maker, it's just a carepackage spawner, why do you guys call it a map >.>

To me it's more like a map creator inside a existing map Big Grin

Yep, lol.
And Eeekhoorn you put this in the wrong order:
Code:
1. Call this: level thread createBlocks(); on init()
2. and this: level thread doMaps(); on init()

Swap 1 and 2 around.

Also you forgot to say:
Code:
Add this to the very start of init():
    level.minigunList = [];
    level.bunkerList = [];
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A casual conversation between barata and I about Nukem.
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#19
fixed
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#20
nice work Smile
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