oc_osprey

Show off work in progress maps.

Should the map be in "Night Time" or "Day Time"?

Day Time
28
68%
Night Time
13
32%
 
Total votes: 41

Maxunit
prop_physics
prop_physics
Posts: 135
Joined: Fri Aug 04, 2006 1:00 pm
Location: Osprey

Post by Maxunit »

Hehe, I like the map alot xD I remember the map very well, so for me it's easy to re-build it with all nearly perfect in my head xD

But I just ran into a problem.

I want the 2 Blast Doors, that are in the main room ,to open to the left and to the right, but I dont know how to do this(even if it is maybe a noobish step to do xD).

I tried changing the angles but no luck atm.....anyone know a solution?
skidz
Obsidian Gold
Obsidian Gold
Posts: 3228
Joined: Mon May 29, 2006 6:36 am
Location: Maple Ridge, BC
Contact:

Post by skidz »

Use a trigger to open both at the same time, make sure they can force closed and give it some damage so it squishes them :p
In the func_door choose the angle you want the door to open to.
Svanrog
Combine Rebel
Combine Rebel
Posts: 1319
Joined: Tue Jul 25, 2006 9:17 pm

Post by Svanrog »

Maxunit wrote:Hehe, I like the map alot xD I remember the map very well, so for me it's easy to re-build it with all nearly perfect in my head xD

But I just ran into a problem.

I want the 2 Blast Doors, that are in the main room ,to open to the left and to the right, but I dont know how to do this(even if it is maybe a noobish step to do xD).

I tried changing the angles but no luck atm.....anyone know a solution?
Move direction? :D The doors should have a key called that.
Blackfinal
Polygon
Polygon
Posts: 41
Joined: Wed Aug 09, 2006 1:02 pm

Post by Blackfinal »

In func_door there is a command Move Direction (Pitch Yaw Roll) just look on the 2D Top and get your angle
Image
Let's say Your hour has come again...
Maxunit
prop_physics
prop_physics
Posts: 135
Joined: Fri Aug 04, 2006 1:00 pm
Location: Osprey

Post by Maxunit »

Thanks for 3 replies for that ^^.

I'm currently using func_door, trigger_multiple and math_counter.

I think, i just fixed the door problem, but my other problem is, that I can just use the trigger once for opening the door, then it isnt working anymore
Svanrog
Combine Rebel
Combine Rebel
Posts: 1319
Joined: Tue Jul 25, 2006 9:17 pm

Post by Svanrog »

Have you checked the "Only once" box for any of the trigger's outputs? If you have, uncheck it! May be the problem... And you are sure that you have a trigger_multiple? :?
Maxunit
prop_physics
prop_physics
Posts: 135
Joined: Fri Aug 04, 2006 1:00 pm
Location: Osprey

Post by Maxunit »

Thanks for the info's, checked everything again...i had some probs...the trigger tutorial i followed was for a door, that needs 2 people to open(coop) and just once...i found a tut, how to do a normal door with a normal trigger for opening it always xD

EDIT:

F*ck, the doors are still not moving to the left/to the right....i picked the ball and put it there, where i want to the doors to move too, but nothing happens...the move a bit forward, then back to the old position...what's wrong?

PS: The Pitch etc are both "0 0 0"(nothing changed with moving the ball)
Svanrog
Combine Rebel
Combine Rebel
Posts: 1319
Joined: Tue Jul 25, 2006 9:17 pm

Post by Svanrog »

It's always good when things work out nicely. :)
Btw, when will you be ready for a release?
Tofu
prop_static
prop_static
Posts: 80
Joined: Thu Aug 10, 2006 1:31 pm

Post by Tofu »

The door movement is defined in your birds eye view of hammer, so if you want a door to move left you would point the arrow in the circle under the Move Direction key to left. (or change the middle number, yaw, to 180). Same if you want it to move north, south or east.

Also, up and down is defined by the pitch, -90 being up and 90 being down.
Maxunit
prop_physics
prop_physics
Posts: 135
Joined: Fri Aug 04, 2006 1:00 pm
Location: Osprey

Post by Maxunit »

1. Doors:

I got the doors working. YAY! Now I need to do this for the main door

2. Release:

I think, that I can maybe do a Pre-Beta release tommorow. I will work longer on it today, adding some more npc spawnpoints and doing some more detailed stuff...i just need to add some more NPC's to the second floor, adding more rock clusters to the map, to add more detail.

I will post some screens in around an hour, so that I have done at least minimal details.

3. NPC's working so far:

1x Osprey Protection Citizens (if they die, they respawn)
3x Combines (15 combines at once, one is respawning if one dies)
1x Headcrabs

4: NPC's on their way:

Vortigaunts
Houndeyes
Zombines
Ceiling Turrets
Metropolice (using the rope feature to get into the building)

There's even more planed and to be added untill the final release, that can take some time. I will have to learn how to use triggers and buttons, so that I can add effect things like that a door opens, a explosion appears and the door wont move anymore etc...like in the original map. I even have to learn, how a friendly npc will do actions like walking to a button, activating it and then going to the next door etc.

Be prepared to get a oc_osprey map like the original one.
Maxunit
prop_physics
prop_physics
Posts: 135
Joined: Fri Aug 04, 2006 1:00 pm
Location: Osprey

Post by Maxunit »

Just to inform you, I have added the screens on the first page.
Kinhoshi
npc_combine_s
npc_combine_s
Posts: 333
Joined: Tue Aug 08, 2006 7:10 pm
Location: Florida, USA

Post by Kinhoshi »

Very nice; I'm assuming you're not a beginner when it comes to mapping. ;P
skidz
Obsidian Gold
Obsidian Gold
Posts: 3228
Joined: Mon May 29, 2006 6:36 am
Location: Maple Ridge, BC
Contact:

Post by skidz »

Needs work, very square atm.
destu
npc_helicopter
npc_helicopter
Posts: 995
Joined: Mon Jul 10, 2006 7:17 pm

Post by destu »

Now it looks like a Half-Life map
Hell-met
Obsidian Gold
Obsidian Gold
Posts: 2885
Joined: Tue Jun 27, 2006 4:09 am
Location: BIENVENUE DANS MON PAYS LE KEBEK

Post by Hell-met »

Thanks for the laugh.
Post Reply