Obsidian Conflict Mapping Guide and Prefabs [new]

Need Help? The Day isnt going so well on the Mapping front?
fug4life
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Post by fug4life »

Not really, point_view_control is the one you want.
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Suppercut
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Post by Suppercut »

Okay, but I suggest doing a tutorial of that and also scripted_sequences.

And my last stand map is turning out awesome-looking so far. Using scripted_sequences, I was able to get a Combine soldier to move near the main door of the fort you defend, halt his squad, walk up, plant a bomb on the door, back up and yell "Cover!!", then the door explodes and he assaults the fort. Of course, this was only tested out in Half-Life 2. Do you think the same results would be given in OC?
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MaestraFénix
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Post by MaestraFénix »

Suppercut wrote:Okay, but I suggest doing a tutorial of that and also scripted_sequences.

And my last stand map is turning out awesome-looking so far. Using scripted_sequences, I was able to get a Combine soldier to move near the main door of the fort you defend, halt his squad, walk up, plant a bomb on the door, back up and yell "Cover!!", then the door explodes and he assaults the fort. Of course, this was only tested out in Half-Life 2. Do you think the same results would be given in OC?
Yes, it should be.
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Lucky9Two
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Re: Obsidian Conflict Mapping Guide and Prefabs [new]

Post by Lucky9Two »

Is there any chance we could see how lobby works? I want to make my own hub map, and I know you can because one of the other servers runs a custom map (map_select_160).
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Re: Obsidian Conflict Mapping Guide and Prefabs [new]

Post by MaestraFénix »

I have the intention on expand this guide. I will do an advanced prefab about the scripted weapons, but also, I want to add more stuff that looks obvious to a normal mapper but not for a rookie. This is the moment to request all those doubts that you have.
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