Unkn0wn

No longer retired
 Posts: 18379
|
« Reply #20 on: April 09, 2008, 07:24:51 am » |
|
 Figured you might want to see the chateau  . There is a plane that flew into it on the backside btw.
|
|
|
Logged
|
|
|
|
Lolto
|
« Reply #21 on: April 09, 2008, 08:47:20 am » |
|
oh cool the chateau will be more open as well, getting better you are almost up there man! 
|
|
|
Logged
|
Life or Lack There Of
|
|
|
Eleven
|
« Reply #22 on: April 09, 2008, 11:34:26 am » |
|
There is a plane that flew into it on the backside btw.
That's what she said. Looks very sexy.
|
|
|
Logged
|
|
|
|
Skunker

Koenigstiger Panzerfuehrer
EIR Veteran Posts: 993
|
« Reply #23 on: April 09, 2008, 02:48:49 pm » |
|
Unknown is gay.
[attachment deleted by admin]
|
|
|
Logged
|
|
|
|
ReapersWarrior
|
« Reply #24 on: April 09, 2008, 02:51:24 pm » |
|
Unknown is gay.
couldnt have agreed with you more 
|
|
|
Logged
|
|
|
|
fldash

Founder
 Posts: 9755
|
« Reply #25 on: April 09, 2008, 02:52:12 pm » |
|
And you can't spell... unkownabscreen.rar Unknown is gay.
|
|
|
Logged
|
|
|
|
Unkn0wn

No longer retired
 Posts: 18379
|
« Reply #26 on: April 09, 2008, 03:10:59 pm » |
|
fl-, any clue what the issue might be?  My mapname_ID folder function OnInitID()
-- [[ Markers ]]
-- [[ Squad Groups ]]
-- [[ Entity Groups ]] eg_chateau = EGroup_CreateIfNotFound("eg_chateau") eg_chateauaagun1 = EGroup_CreateIfNotFound("eg_chateauaagun1") eg_chateauaagun3 = EGroup_CreateIfNotFound("eg_chateauaagun3") eg_flareA = EGroup_CreateIfNotFound("eg_flareA") eg_flareB = EGroup_CreateIfNotFound("eg_flareB") eg_flareC = EGroup_CreateIfNotFound("eg_flareC") eg_flareD = EGroup_CreateIfNotFound("eg_flareD") eg_flareE = EGroup_CreateIfNotFound("eg_flareE") eg_flareF = EGroup_CreateIfNotFound("eg_flareF") eg_flareG = EGroup_CreateIfNotFound("eg_flareG") eg_flareH = EGroup_CreateIfNotFound("eg_flareH") eg_flareI = EGroup_CreateIfNotFound("eg_flareI") eg_flareJ = EGroup_CreateIfNotFound("eg_flareJ") eg_flareK = EGroup_CreateIfNotFound("eg_flareK") eg_flareL = EGroup_CreateIfNotFound("eg_flareL") eg_flareM = EGroup_CreateIfNotFound("eg_flareM") eg_flareN = EGroup_CreateIfNotFound("eg_flareN") eg_flareO = EGroup_CreateIfNotFound("eg_flareO") eg_flareP = EGroup_CreateIfNotFound("eg_flareP")
end
My SCAR code import("ScarUtil.scar") function OnInit()
Rule_AddInterval(flare, 30)
end
Scar_AddInit(OnInit)
function flare()
local FlareLocal = World_GetRand(0, 15)
if FlareLocal == 0 then EGroup_SetAnimatorEvent(eg_FlareA, "flare_fire_00") elseif FlareLocal == 1 then EGroup_SetAnimatorEvent(eg_FlareB, "flare_fire_00") elseif FlareLocal == 2 then EGroup_SetAnimatorEvent(eg_FlareC, "flare_fire_00") elseif FlareLocal == 3 then EGroup_SetAnimatorEvent(eg_FlareD, "flare_fire_00") elseif FlareLocal == 4 then EGroup_SetAnimatorEvent(eg_FlareE, "flare_fire_00") elseif FlareLocal == 5 then EGroup_SetAnimatorEvent(eg_FlareF, "flare_fire_00") elseif FlareLocal == 6 then EGroup_SetAnimatorEvent(eg_FlareG, "flare_fire_00") elseif FlareLocal == 7 then EGroup_SetAnimatorEvent(eg_FlareH, "flare_fire_00") elseif FlareLocal == 8 then EGroup_SetAnimatorEvent(eg_FlareI, "flare_fire_00") elseif FlareLocal == 9 then EGroup_SetAnimatorEvent(eg_FlareJ, "flare_fire_00") elseif FlareLocal == 10 then EGroup_SetAnimatorEvent(eg_FlareK, "flare_fire_00") elseif FlareLocal == 11 then EGroup_SetAnimatorEvent(eg_FlareL, "flare_fire_00") elseif FlareLocal == 12 then EGroup_SetAnimatorEvent(eg_FlareM, "flare_fire_00") elseif FlareLocal == 13 then EGroup_SetAnimatorEvent(eg_FlareN, "flare_fire_00") elseif FlareLocal == 14 then EGroup_SetAnimatorEvent(eg_FlareO, "flare_fire_00") elseif FlareLocal == 15 then EGroup_SetAnimatorEvent(eg_FlareP, "flare_fire_00") else EGroup_SetAnimatorEvent(eg_FlareQ, "flare_fire_00") end
end
|
|
|
Logged
|
|
|
|
Unkn0wn

No longer retired
 Posts: 18379
|
« Reply #27 on: April 09, 2008, 04:09:04 pm » |
|
Hmm case sensitive, think I fixed it  . Map has entered testing mode, after this 8 player test on it I'll upload the link or make final changes as I see fit.
|
|
|
Logged
|
|
|
|
|
Thtb-Ally

The German Guy on the Ally side?
EIR Veteran Posts: 1812
|
« Reply #29 on: April 10, 2008, 09:25:04 am » |
|
Well it looks kinda dusty without any snow falling down. Also it made pinktiger crash evry time and we gave up after 3 remakes.
|
|
|
Logged
|
|
|
|
Unkn0wn

No longer retired
 Posts: 18379
|
« Reply #30 on: April 10, 2008, 09:43:51 am » |
|
Pinktiger was in the game yesterday and it worked fine.
|
|
|
Logged
|
|
|
|
ReapersWarrior
|
« Reply #31 on: April 13, 2008, 03:08:09 pm » |
|
is day rain snow?
|
|
|
Logged
|
|
|
|
tiberian288
|
« Reply #32 on: April 13, 2008, 04:08:05 pm » |
|
 yay winter map finally.... Unknown i don't where you got this idea from but, i think you got it from my suggestion for snow maps with men in winter uniforms. If there was some way to have the men in winter uniforms
|
|
|
Logged
|
The war to end all wars The END has begun
Axis- tiberian288
|
|
|
ReapersWarrior
|
« Reply #33 on: April 13, 2008, 04:09:28 pm » |
|
you would have to download custom skins yourself, but it would be snow for all the maps.
|
|
|
Logged
|
|
|
|
Unkn0wn

No longer retired
 Posts: 18379
|
« Reply #34 on: April 13, 2008, 04:09:47 pm » |
|
Right now the only way I can somewhat impact the skins to look more winter-like is by adjusting the soldier lightning, I'll definately look into that for next version  . is day rain snow? Yup and it transists from daytime snow to nighttime snow. Nighttime has transitioning weather too, after 40 minutes it should start snowing.
|
|
|
Logged
|
|
|
|
tiberian288
|
« Reply #35 on: April 13, 2008, 04:12:54 pm » |
|
do you know when the map will be finallized?
and can we download the previous link and use it as much we want untill its finalized
|
|
« Last Edit: April 13, 2008, 04:15:12 pm by tiberian288 »
|
Logged
|
|
|
|
Unkn0wn

No longer retired
 Posts: 18379
|
« Reply #36 on: April 13, 2008, 04:19:54 pm » |
|
You can play it as much as you want  . Map is pretty much finalised, just awaiting some more input & bug finds to completely finalise.
|
|
|
Logged
|
|
|
|
Warbirds
|
« Reply #37 on: April 13, 2008, 06:20:02 pm » |
|
How do you get transitioning weather effects?
|
|
|
Logged
|
|
|
|
DerangedGerman
|
« Reply #38 on: April 13, 2008, 09:50:58 pm » |
|
I'll explain. I just found this out the other day and incorporated it into Dawn.
I'll get a tutorial up about atmosphere settings and such.
|
|
« Last Edit: April 14, 2008, 05:44:02 am by DerangedGerman »
|
Logged
|
Proud mapper for both OMG and EIR.
|
|
|
DerangedFerret
|
« Reply #39 on: April 14, 2008, 05:43:25 am » |
|
Ach. The vagaries of school. I'll have it on after 6:00 PM EST, since that's when I get home and will have time to work on it.
|
|
|
Logged
|
|
|
|
|