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beating the dead horse again

Discussion in 'Infiltration Development' started by fist_mlrs, Jul 9, 2004.

  1. O_DoGG

    O_DoGG Le Boner

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    I look forward playing this map, even if it's more of a "showcase" as you put it. The size is really impressive, could provide really interesting games. Btw, which gametype(s) are you planning it for, if you do?

    About the transportation, helicopters sound like a nice solution, but should be made bulletproof (i.e. players can't be killed by enemy when using them) Maybe a possibility for the enemy team to take them down (if that is even possible?)
     
  2. fist_mlrs

    fist_mlrs that other guy

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    its going to be eas and tdm, maybe domination. the helicopters are pretty much a weak point, as i rely on them because the map is to large to walk from one objective to the next one, at least on a public server. i'd rather use a few armored personal carrier, but the mover setup would be far to complex for my likes, the helicopters are allready hard enough to implent in an acceptable way. i guess i could extend a collision cylinder blocking of any projectiles around the helicopter, but this could as well stop projectiles fired form within the helicopter and cause problems if you are fighting next to a landed one....

    i fear it is impossible for me to enable the teams to shot down the helicopters, but i intend to implent activateable aa systems which can block off specific routes. but to be honest i won't know if this is going to happen as i've only got two routes drawn down so far.
     
  3. Fat Marrow

    Fat Marrow Vegetable

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    Very nice map in the making, by the looks of it.

    The helicopters were a real pain in the *rse to get working. I would note that later versions of LondonCity had more bullet-proof helicopters than previous versions, and these later versions of helicopters should (theoretically) block all shots coming from in front, behind and above and below the helicopter (but not from the sides, for the reasons fist_mlrs mentions), using blockalls attached to the hollow, invisible helicopter mover, to which the visible helicopter mesh was also attached.

    There are always going to be slight problems in network games with things attached to movers (e.g. if a player is standing in the way when a helicopter lands, and problems with lagging). One thing I would do, if I was an uberl33t Unreal coder, is to temporarily change the physics property of the players when inside the helicopter (to something other than physics_falling) - to avoid seeing people continuously dropping through the helicopter when it's flying in a network game.

    Hope some of the above made sense...

     
  4. Logan6

    Logan6 TC Vet

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    Well, it will be interesting to see what HL2 can do with vehicles, etc.
     
  5. Lethal Dosage

    Lethal Dosage Serial Rapis...uh, Thread Killer

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    Yeah this would b good for INF 3.0 on the HL2 engine, especially if there is M113 APC's, that would b pretty awesome, u'd just have to have objectives like secure a UH-60 crash site, as well as maybe clear out a building, or blow up a building.

    This map will b SWEET!
     
  6. fist_mlrs

    fist_mlrs that other guy

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    the basic layout won't be modified anymore i think, i've allready got a clipping plane visible in a few locations because the view distance is a bit more then what ut is designed to do. in addition to finishing the terrain i've started to redo the textures, looks a lot better allready.
     

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  7. fist_mlrs

    fist_mlrs that other guy

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    five more.
     

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  8. Cleeus[JgKdo]

    Cleeus[JgKdo] because respawns suck

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    amazing textures :eek:
     
  9. ant75

    ant75 aaaaaaaaaaaaaaaaa

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    Even if it's not what it's designed for, please don't forget to make sure it's dtas friendly !
     
  10. fist_mlrs

    fist_mlrs that other guy

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    will do a tdm/dtas version as well. basic geometry is pretty much finished, bare a few windows and rooftops. im currently trying to get a helicopter/mover combo setup using something like interpolation points or an object path. wiki isn't much a help there, so if anybody of you could offer me a working testmap with a triggerable mover using maybe 20 or 30 keyframes i'd be gratefull.
     
  11. UN17

    UN17 Taijutsu Specialist

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    * Wonders what would happen if you gave a helicopter mesh Bot AI *

    "Hold this position!"
    <UH-60> Roger that, red leader!
    - Chopper flies over and hovers in place.

    "Need some backup, Now!"
    <UH-60> I'm on it!
    - Chopper flies over, unleashing .50 bullets all over the place.
     
  12. Fat Marrow

    Fat Marrow Vegetable

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    Yeah, that's probably the way to go with the chopper. I never used interpolation points, but (other than the original UT intro level), I think there was one of the official SentryStudios maps which also used said points. Damned if I remember which one, though, or why...
     
  13. keihaswarrior

    keihaswarrior New Member

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    Are you going to have a "real" extraction? It would be nice if all of the attackers had to actually board choppers and extract rather than just taking a dump on a red smoke flare. ;)

    Looking kick arse! :tup:
     
  14. fist_mlrs

    fist_mlrs that other guy

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    if i get the choppers to work, this is one of the things i intend to implent. you can either retreat to the basecamp on foot or call down a chopper in two or three locations to take you there.
     
  15. cracwhore

    cracwhore I'm a video game review site...

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    When this map is finished...it's going to be like Christmas...

    Want...want...want...
     
  16. Demosthanese

    Demosthanese .

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    *drools*

    This is the kind of map that should have enbodied EAS when 2.9 launched, instead of the CTCD.
     
  17. fist_mlrs

    fist_mlrs that other guy

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    due to next to no freetime on my side until recently there isn't much progress to show off. atm all i do is placing windows and roofs (read: boring). due to performance reasons as well as the lack of a usefull concept on how to implent the choppers i'll proppably break the map into several parts for now, the first one to be released beeing the main town. this is the only way i can think of releasing anything anytime soon.

    due to my heavily fuxored ut unrealed shots will have to do for today. just wanted to show the project is not dead yet...
     

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  18. geogob

    geogob Koohii o nomimasu ka?

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    what? the horse's still alive after all this beating. wow. though beast!

    EDIT:

    wow looks great! I think you will keep your award for "The map where the most TDMers got lost" for a while ;)
     
    Last edited: Jun 14, 2005
  19. Freon

    Freon Braaaaiinss...

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    I like the new lighting, looks hotter :tup:
     
  20. fist_mlrs

    fist_mlrs that other guy

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    thats what its all about, isn't it? :p

    slowly getting somewhere.
     

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