id emagine it couldnt be done /o\ blocking volumes would have to move for a start, i dont think that possible? (i might be wrong im a newb to mapping)
on a different note, if any of you have tried out dob-fizz, you have any suggestions/bugs? please dont report the stairs bug/grass texture bug, they have already been fixed
Rampart wrote:
maybe this is a stupid question... but is it possible to make a map out of like 4 static meshes, for each of the 4 quadrants of the room, then as more people die, slide the 4 pieces so they overlap, so the arena gets smaller? Or is that beyond the scope of the engine?
I just ask because its hard to finish off the last guy on maps like bigdodgeball.
No, when the ball hits a wall it calls the function HitWall, in there there is code that counts the wallhits.
But static meshes aren't counted as walls, atm i have no idea where and how static meshes hits are called, so it would be the best to use as least static meshes as possible.
But there is still hope :p
Added a feature, that if you are the last player alive in your team, your shotpower is much stronger, so it is easier to kill.
only downside so far is the distinct lack of team work with everyone chasing the ball and no-hope shots being done right from the back of the court when a pass would have been good
Not to mention that standing on the ground and shooting is usually pretty effective, but when you do that, people will stand in front of you and steal your shot.
2 things, im rigging up a battleball map, but i need multiple balls. like 10-12. seriously. and it would be great if, with multiple balls, you could have 2 sizes. 1 fat one (kickball size) thats slower with a bigger hit radius, 1 smaller (softball size) faster with a smaller radius.
its an old game i played in jr high. bad ass game.
er, and #2 i think i just figured out. so nm
oh, if you could also put in the volley only option (cant pick it up) instead of waiting for 1.7, i have a map that needs that too...
i cant figure out why in hell dodgeballpawnred works (stops red, lets blue through) but the blue one wont. i cant get a red guy to walk through dodgeballpawnblue (blocking volumes)
Is it feasible for there to be overlap in the playing arena? like is it possible to make the blocking volumes such that there is sort of a no-man's land zone between each of the areas? (between each of the pitches, the pitch and the out-zone, etc.) where both teams can both move, so there is overlap. Or are there special traits assigned to the zones, and doing something like that would fux things up. (example: ball cannot be in boths halves in Deathball.)
And also, is it possible to have a map where instead of the walk-way for the people whoa re out being against the back wall, its between the two pitches? It would be interesting for the blocking, but what I'm thinking about is then being able to slide the back wall in to contract the arena... (as opposed to the 4 contract idea above)
i cant figure out why in hell dodgeballpawnred works (stops red, lets blue through) but the blue one wont. i cant get a red guy to walk through dodgeballpawnblue (blocking volumes)
That is because the bots cheat
They can walk thru blockingvolumes that stops dodgeball_pawnblue or red...
@ Rampart "(example: ball cannot be in boths halves in Deathball.)"
DodgeBall doesn't use ANY of the Deathball zones/volumes, the longshots options doesn't even do anything. :p
hmmm... i mean unless its some instant action thing, just playing myself, no bots. if i am blue i can walk through the pawnred.
if change to red, i cant walk through pawn blue.
this is the only thing about the map, i really dont wanna put it out if it really is like that online. i just dont have a way to test it online yet.
Hmm, are you sure you set the blocking volume correct?
But yes, you can test it online.
Host a dedicated game, giving it a good pass.
Then just host your own game.
That's the way i test the reconnect stuff...