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Staredit Network -> UMS Production -> Doom 3: Hell on Mars
Report, edit, etc...Posted by Zeratul_101 on 2006-11-01 at 12:08:39
every unit is unique, each player owns only one of each unit type.

yes, i know that was incedibly nooby of me to do, but i had like 7 other player slots and i might have well use them tongue.gif

WOOT!!!!!11111 yahoo.gif 200 posts!
Report, edit, etc...Posted by JaFF on 2006-11-01 at 12:18:12
But that doesen't mean that you can detect damage taken by each enemy unit without VHP...
Report, edit, etc...Posted by Zeratul_101 on 2006-11-01 at 12:21:19
i do have virtual HP tongue.gif its virtual pinch.gif
Report, edit, etc...Posted by JaFF on 2006-11-01 at 12:27:09
Each enemy unit will have VHP?!
Report, edit, etc...Posted by Zeratul_101 on 2006-11-01 at 12:27:47
yes
Report, edit, etc...Posted by JaFF on 2006-11-01 at 12:33:38
Then the thing I was thinking about can be done.

It look like this: to pick a hide spot, he uses a mobile grid, and a system of detecting where is the player.

If he knows where the players is, you can make a system that will scan the space around that unit (with a mobile grid) and when it finds an obsticle that is not another unit, he goes to one of the locations like North, South, West, East (and in between) from that obstacle according to where the player is.

Did you understand, or should I rephrase it?
Report, edit, etc...Posted by Zeratul_101 on 2006-11-01 at 12:37:50
thats what i was originally thinking( of doing everything manually), but i really wanted a general script, which it would find its own direction. keep in mind, i have height detection, so it would be better for it to hide behind a crate(where it can fire and be protected) than a column (where its protected, but it can't attack back).
Report, edit, etc...Posted by JaFF on 2006-11-01 at 12:42:11
... but won't that take too much time?
Report, edit, etc...Posted by CheatEnabled on 2006-11-01 at 14:43:12
Off topic and blah blah blah, but will you see enemy monsters all the time, or will they jump on you like in doom?
Report, edit, etc...Posted by JaFF on 2006-11-01 at 14:50:08
He told, that he will have a lot of pre-defined moments, when monsters jump on you from specific places.
Report, edit, etc...Posted by CheatEnabled on 2006-11-01 at 14:51:56
must've missed it biggrin.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-11-01 at 21:29:36
QUOTE(Jammed @ Nov 1 2006, 11:41 AM)
... but won't that take too much time?
[right][snapback]581765[/snapback][/right]


this whole friggin' map takes too much time ... pinch.gif tongue.gif

ADDITION:
lethal, how should i go about differentiating moving and attacking with FRAGS, i know you suggested a solution, but i can't remeber what you said.
Report, edit, etc...Posted by )(enology on 2006-11-01 at 22:09:33
I'm definatly wanting to play this map w00t.gif , being a major DooM nut(owns all three and the movie tongue.gif )

And yes blah blah blah, haven't posted 4 ever blushing.gif , computer kicked it, but well yeah

Umm, one question. Will this have a bunch of sounds from DooM3?
Report, edit, etc...Posted by Zeratul_101 on 2006-11-05 at 02:17:29
damn right theres gonna be doom 3 sounds tongue.gif (in fact, all sounds in this game will be from doom 3). its gonna up the file size, but its single player anyhow so it won't matter.

although its gonna be a female dog to put it. cause of starcrafts crappy sound system, i'll have to divide all the sounds into one second increments and create a sound management system to hold all the sounds and prioritize which sounds to play and for how long.

ADDITION:
can you guys give me like some 5 second audio files for the XCMD?
Report, edit, etc...Posted by JaFF on 2006-11-05 at 03:12:30
QUOTE(Zerajam @ Nov 5 2006, 10:17 AM)
can you guys give me like some 5 second audio files for the XCMD?
[right][snapback]582058[/snapback][/right]

What do you mean?
Report, edit, etc...Posted by Zeratul_101 on 2006-11-05 at 03:21:00
just sounds, of anything, you can give me a freaking anwser machine message if you want, just any sound as long as its a .wav.
Report, edit, etc...Posted by JaFF on 2006-11-05 at 03:23:30
Just google "beep". tongue.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-11-05 at 03:26:07
there are 5 second beeps. thats scary fear.gif .
Report, edit, etc...Posted by JaFF on 2006-11-05 at 03:39:02
QUOTE(Zerajam @ Nov 5 2006, 11:26 AM)
there are 5 second beeps.  thats scary  fear.gif .
[right][snapback]583773[/snapback][/right]

You need a 5 second long beep? That's not a problem. You have two possibilities:
  • DL a short beetp, DL a program called CoolEditPro2 and use it to manipulate that beep as you want
  • Google "flatline" wink.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-11-06 at 02:48:07
QUOTE(Jamatul_101 @ Nov 5 2006, 12:39 AM)
Google "flatline" wink.gif
[right][snapback]583776[/snapback][/right]


LMFAO lmfao.gif that made my day lol

a 'lil status update:

currently waiting on SI to send me the new SCMD2 vrs, so i haven't been making much in the way of trigs. so in the meantime, i've been doing trigger pre-planning for my VCS skeleton map. Yes, the same one i was making many weeks ago that got corrupted. although, this one will be 'moddable' ingame.

ADDITION:
okay, i jsut did some number crunching. as it turns out, i'm gonna end up using 267 death counters... shocking.gif
Report, edit, etc...Posted by JaFF on 2006-11-06 at 08:46:14
Now we have aproblem here - will you have enough deathcounters for your whole Domm3: HOM map in it's final shape.

And I had no intentions of being funny with that flatline stuff. It's just a long beep.
Report, edit, etc...Posted by Zeratul_101 on 2006-11-06 at 11:07:06
i sure hope so... i'd be very embarrased if i ran out of death counters...
Report, edit, etc...Posted by JaFF on 2006-11-06 at 11:16:54
Just curious - how many deathcounters will be free to use in triggers? (approx)
Report, edit, etc...Posted by Zeratul_101 on 2006-11-06 at 11:18:06
free?
Report, edit, etc...Posted by JaFF on 2006-11-06 at 12:24:03
For example: if your main hero is a Ghost, the P1 Ghost deathcounter is not free to hold values for mathematical calculations.
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