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Posted: 19-10-2003 21:56
by Messy
leet @ pack \o/

Guess I'll like most maps looking @ this, but I don't think i'll ever get to play the 22+ map :p

Would love to c a pickup on that tho :o

Posted: 20-10-2003 14:59
by Inphidel
woah, a map you might be able to keep track of the ballin keep in thats not a twigster map! yay

death to blue wall texutres!

Posted: 20-10-2003 18:37
by Armagon
I've been thinking of starting a second DB Ownage Map Pack at the end of this year. If the rate at which DB-ToonBall is improving keeps up, chances of it being in are very high.

Posted: 20-10-2003 21:28
by Messy
So where is Perth exactly arma? =\

Posted: 21-10-2003 05:20
by Armagon
Image

Perth is where that big red dot is.

Posted: 21-10-2003 11:01
by TEZC-Rage
Well progress is coming along very slowly. I'm trying to get the rockets and the emmitters attached to them disapear when they reach thier destination. but no matter what i use, zone portals or anti portals. if the emitter passes through them, it dies. so it only works for one goal. So i'm thinking of other ways to hide them atm.

p.s does anyone know where i can find a 'clonk' sound? or sounds of bones hitting?
And does anyone know where i can get a 3d model of a boxing glove?

Posted: 21-10-2003 11:40
by XiLLeRaToR
Messy wrote: leet @ pack \o/

Guess I'll like most maps looking @ this, but I don't think i'll ever get to play the 22+ map :p

Would love to c a pickup on that tho :o



you wouldnt, can u spell L-A-G?:P
its meant for lan only

Posted: 21-10-2003 11:51
by Messy
I can spell lga =/

[edit]omg i actually spelled that wrong trying to type lag :x thought u shouldnt miss out on this -.-[/edit]

Posted: 21-10-2003 12:12
by UnrealKrake
TEZC-Rage wrote: Well progress is coming along very slowly. I'm trying to get the rockets and the emmitters attached to them disapear when they reach thier destination. but no matter what i use, zone portals or anti portals. if the emitter passes through them, it dies. so it only works for one goal. So i'm thinking of other ways to hide them atm.


Well, lemme give you a boost =)
Don't think too difficult, if i got you right, Rockets should disappear after they reached highest point (after two sec.) and should reappear when they are @ the start position (16 sec.)

My idea to solve it quite easily:

----- I like to Move it Move it ... with the "Disappear Mover"-----

here is a possible solution for blue rockets (red ones works the same way, only the direction of the "disappear mover" must be mirrored):

1. Build a trigger @ the highest point of the blue rockets (should be @ Keypoint 1)

2. Trigger properties
i) Event -> Event "DisappearBlue"
ii) Trigger -> Class Proximity Type " Class'Engine.Mover' " and TriggerType -> "TT_ClassProximity"

3. Build a 1x1x1 cube and convert it to a mover. This one should be placed on the same X position, where keypoint 1 of Rocket is, but outside the gamefield (so that it is not seen by players).

4. Mover Properties (DisappearBlue):
i) Event -> Tag "DisappearBlue"
ii) Mover -> MoveTime "0.000000000" and Stayopentime "16.0000" (or something more than 16)

5. Keypoint 0 of DisappearBlue is same x coordinates which Keypoint 1 of Rocket is, and Keypoint 1 of DisappearBlue should be somewhere far away outside the gamefield.

6. Now give your rockets the following settings and it should be done:
Movement -> AttachTag: "DisappearBlue"
Mover -> bSlave "True"

what will happen:

Rocket activates a trigger which causes the mover "DisappearBlue" to move quickly to a location far away the gamefield. Because you attached your rockets to "DisappearBlue", they will be relocated to this position (in relation to their start position). After 16 seconds (i think your rockets movement uses 15 seconds or so) "DisappearBlue" moves back. Rockets should be positioned on their start position ...

One note:
this only works when the disappermover stays more time open as the whole moving sequence of your rockets does....

I hope i could help, not very good in english language, but if u have questions about my solution, ask me, i try to answer =)

:p Want to see this map growing so keep working

Posted: 21-10-2003 12:53
by XiLLeRaToR
hehe at messy:p

Posted: 21-10-2003 17:56
by Scotteh
100 ! anyways map is looking great as each beta progresses, can't wait for the final version of it.

Posted: 22-10-2003 08:48
by UnrealKrake
Maybe an addition:

Because cartoons are always exaggerating, don't let the rockets just disappear. Maybe use such an effect (if u use my trigger solution, it will be very simple to add this emitter) which let them explode in a great firework ;)

I would use this one e.g.:

Emitter -> NewIonEffect or RedeemerExplosion :lol:

Give the emitter the Tag "DisappearBlue" and it should be done

Posted: 22-10-2003 10:32
by TEZC-Rage
UnrealKrake wrote: Maybe an addition:

Because cartoons are always exaggerating, don't let the rockets just disappear. Maybe use such an effect (if u use my trigger solution, it will be very simple to add this emitter) which let them explode in a great firework ;)

I would use this one e.g.:

Emitter -> NewIonEffect or RedeemerExplosion :lol:

Give the emitter the Tag "DisappearBlue" and it should be done


Thx for the info of the movers, will try that out. I hope that the emmitters will not get destroyed in this process. As for the fireworks i have been trying to do some, been experementing with spark emitters, (as seen on top of the 2 antenna).

Also the 'dissapear blue thingy' will work with my new conquest.
the typical balancing rock, which sways gently, but when a goal is scored, it's gonna fall in the penatly box of the team that conceded the goal (or the biggest screenwhore j/k)

Posted: 22-10-2003 12:33
by UnrealKrake
TEZC-Rage wrote: Thx for the info of the movers, will try that out. I hope that the emmitters will not get destroyed in this process.
erm .... no =) nothing will be destroyed, only moved out of the map =) and i think you attached the "engine" fire emitter of the rockets to the rockets, so they will be moved out too.

Your firework emitter won't be touched by any action.
TEZC-Rage wrote: but when a goal is scored, it's gonna fall in the penatly box of the team that conceded the goal
SPLASH \o/ does it fell down with teh original "fall down sound" as used in the looney toones clips ??? :)

Posted: 22-10-2003 13:43
by TEZC-Rage
u mean like THIS