GH3 in the works. Comfirmed and all that balls. Will probably make a FP thread soon.

Hartley is AWOL for now. Way too much work to do by myself. Will look into getting a bigger team in the new year. I do way too much work outside of my mapping space now with the new job to be able to sit down and crack on and my wingman is busy exploring his girlfriend (Grats Dome!)

Thats why this holiday is presenting me with a perfect oppertunity to get something else made - something I can push out to you. So watch out for stuff about that shortly. Screenies or something. BLAH.

I'd like to share with you a question I get asked ALL THE DAMN TIME.

pppie123 on Youtube asked:

How do you make it so anything can happen anywhere in the map at random? I am tired of relying on Triggers that only occur once. Any suggestions?

My reply:

Good question. Most of the events in Ghosthunt 1 relied on logic_timers. Then I would just set a min/max time for the event to occur leaving it in source's hands as to when the stuff actually happened. And that was set per-event all with varying min/max times.

As for making it happen anywhere, thats a pretty complicated one.

A good example:

When you've got an Env_laser or Env_Beam it asks for a target. If you give it the same target name but then duplicate that target it will fire the laser at intervals at those targets at random. In GH2 using some very complicated I/O's I managed to get a ghost to teleport around the map - not completely at random - but at certain points. I filled the map with those points (Path_corners) and had the event trigger at random with a timer. The event would be constantly moving around the paths but you would'nt see it until the event actually occured - giving the illusion of it happening anywhere at anytime.

I hope this has helped pppie123, keep mapping and feel free to decompile my maps to learn more.

 


ILOVEPIE
12/28/2011 21:31

Have you ever thought about using a monster_generic in your map to allow you to make a hammer based npc? of say, a haunted skeleton?

Reply
12/31/2011 06:15

Many thanks for information

Reply
01/26/2012 02:35

THX for info

Reply

Good info dude

Reply
03/13/2012 11:30

good post

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