Possible New Map

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Possible New Map

Postby Allan » Thu Jan 19, 06 8:09 pm

I'm planning to make a new map, called OwnageLab. However, i am completely stuck for ideas, and need your help. So please post your ideas of things to add, however wacky, and i'll look through them, and see what i like the look of :) Then, when this map is done, i'll dedicate it to the [A]lpha forums, who truely helped my modding go to the next level :D

So send those ideas now! ( I know where you live... I have your IP :lol: )
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Postby Gishank » Thu Jan 19, 06 8:10 pm

Chemicals.
Ownage weapons..

Nuff Said?
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Postby Allan » Thu Jan 19, 06 8:20 pm

Hmm, throwing chemicals, cool :P Have them explode and spew gas and stuff :P (Sees possible use for 101MOD's DX Style Bio-Rifle :D)
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Postby Gishank » Thu Jan 19, 06 8:23 pm

Lol, my ideas are useful for once.
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Postby Allan » Thu Jan 19, 06 8:27 pm

And old idea of yours was a lot of use too :)

Code: Select all
//====================================================================================
// L33TFightingClothes. Original code by: <~>Klop<~>, Thanks for a L33T Code indeed :D
//====================================================================================
class L33TFightingClothes expands ChargedPickup;

simulated function PreBeginPlay()
{
   BeltDescription="L33TKitV1";
   if ( Level.NetMode == NM_StandAlone)
   Destroy();
}



function ChargedPickupBegin(DeusExPlayer Player)
{
local DeusExWeapon wep;
local DeusExPickup pick;
local DeusExAmmo ammo;
local Actor act;
local PoisonSword Swd;
local UltimateFlameThrower Gun1;
local ProdTazer Taz;
local WeaponIncGren Gren1;
local DefenceDisabler Gren2;
local GasLauncher Gren3;
local BioelectricCell BCell;
local TearGasAmmo ammo1;
local IncGasAmmo ammo2;
local HalonGasAmmo ammo3;

foreach AllActors(class'DeusExWeapon',wep )
{
   if(wep.owner==player) wep.Destroy();
}
wep=Spawn(class'PoisonSword',Swd);
wep.Frob(player,None);
wep=Spawn(class'UltimateFlameThrower',Gun1);
wep.Frob(player,None);
wep=spawn(Class'WeaponIncGren',Gren1);
wep.Frob(player,None);
wep=Spawn(class'ProdTazer',Taz);
wep.frob(player,None);
pick=Spawn(class'BioelectricCell',BCell);
pick.frob(player,None);
wep=Spawn(class'DefenceDisabler',Gren2);
wep.frob(player,None);
wep=Spawn(class'GasLauncher',Gren3);
wep.frob(player,None);
ammo=Spawn(class'TearGasAmmo',ammo1);
ammo.frob(player,None);
ammo=Spawn(class'IncGasAmmo',ammo2);
ammo.frob(player,None);
ammo=Spawn(class'HalonGasAmmo',ammo3);
ammo.frob(player,None);

//DXMP Cleanup

foreach AllActors(class'PoisonSword',swd)
   if(swd.owner==None)swd.Destroy();
foreach AllActors(class'UltimateFlameThrower',Gun1)
   if(Gun1.owner==None)Gun1.Destroy();
foreach AllActors(class'ProdTazer',Taz)
   if(Taz.owner==None)Taz.Destroy();
foreach AllActors(class'BioelectricCell',BCell)
   if(BCell.owner==None)BCell.Destroy();
foreach AllActors(class'DefenceDisabler',Gren2)
   if(Gren2.owner==None)Gren2.Destroy();
foreach AllActors(class'GasLauncher',Gren3)
   if(Gren3.owner==None)Gren3.Destroy();

//appearance
player.Mesh=LodMesh'DeusExCharacters.GM_Trench';
player.MultiSkins[0]=Texture'DeusExCharacters.Skins.JCDentonTex4';
player.MultiSkins[1]=Texture'DeusExCharacters.Skins.PaulDentonTex2';
player.MultiSkins[2]=Texture'DeusExCharacters.Skins.SamCarterTex2';
player.MultiSkins[3]=Texture'DeusExCharacters.Skins.JCDentonTex4';
player.MultiSkins[4]=Texture'DeusExCharacters.Skins.PaulDentonTex1';
player.MultiSkins[5]=Texture'DeusExCharacters.Skins.JCDentonTex2';
player.MultiSkins[6]=Texture'DeusExCharacters.Skins.FramesTex3';
player.MultiSkins[7]=Texture'DeusExCharacters.Skins.LensesTex4';

//vision
DeusExRootWindow(Player.rootWindow).hud.augDisplay.bVisionActive = True;
DeusExRootWindow(Player.rootWindow).hud.augDisplay.visionLevel = 3;
DeusExRootWindow(Player.rootWindow).hud.augDisplay.visionLevelValue = 12800;
DeusExRootWindow(Player.rootWindow).hud.augDisplay.bTargetActive = True;
DeusExRootWindow(Player.rootWindow).hud.augDisplay.targetLevel = 3;

player.ClientMessage("You are now chemically bonded to the L33T Clothes. Seek revenge on OwnageLab, or frag your friends, the choice is yours!");

}


It's modified a bit from the original format, but it's just got support for pickups and ammo in it now, and different weapons from the originals. Also, direct input for the Multiskins and mesh made for a slightly smaller filesize :)
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Postby VodunLoas » Thu Jan 19, 06 8:27 pm

whats this lab fetish? :? :P
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Postby Allan » Thu Jan 19, 06 8:30 pm

lol, i just love science, and evil stuff, and laboratories :P, so i map laboratories because i find it easier, and you can be a bit more free about what you want in it.
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Postby Gishank » Thu Jan 19, 06 8:31 pm

Lol, i didn't relise that :p lol.
Neways Mike has added me on msn and is 13 and is joining {U} i mean His a Kut!!!
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Postby MainMan » Thu Jan 19, 06 8:43 pm

make it so you can mix chemicals together to make stuff. eg red and blue liquid makes exploding purple blob, or whatever.
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Postby Allan » Thu Jan 19, 06 8:58 pm

:S I might do modding, but im not THAT advanced Mainman... lol :lol:

Although the blobs, i can do, as you may have seen from 101MOD.
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Postby MainMan » Thu Jan 19, 06 9:20 pm

Allan wrote::S I might do modding, but im not THAT advanced Mainman... lol :lol:

Although the blobs, i can do, as you may have seen from 101MOD.

it's not advanced at all, here let me get you started:

Code: Select all
//=============================================================================
// Main's phat phlask
//=============================================================================
class FlaskRed extends DeusExPickup;

simulated function bool TestMPBeltSpot(int BeltSpot)
{
   return ((BeltSpot <= 5) && (BeltSpot >= 4));
}

state Activated
{
   function Activate()
   {
      // can't turn it off
   }

   function BeginState()
   {
                    local FlaskBlue Inv;
                    local coolstuff cool;
                    local DeusExPlayer Player;
                    Player = DeusExPlayer(Owner);
                    foreach AllActors(class'FlaskBlue', Inv)
                    {
                          if (Inv.Owner == Player)
                         {
                                 Inv.Destroy();
                                 Self.Destroy();
                                 cool = Spawn(class'YOURBLOBTHINGHERE')
                                 cool.SpawnCopy(Player);
                                 if(cool.Owner != Player)
                                      cool.Destroy();
                         }
                    }
              UseOnce();
              }
   }
Begin:
}

state DeActivated
{
}

defaultproperties
{
     ItemName="Flask of |p2Red |p1Liquid"
     Mesh=LodMesh'DeusExDeco.Flask'
     bActivatable=True
     PlayerViewOffset=(X=30.000000,Z=-12.000000)
     PlayerViewMesh=LodMesh'DeusExDeco.Flask'
     PickupViewMesh=LodMesh'DeusExDeco.Flask'
     ThirdPersonMesh=LodMesh'DeusExDeco.Flask'
     LandSound=Sound'DeusExSounds.Generic.GlassDrop'
     Icon=X
     largeIcon=X
     largeIconWidth=X
     largeIconHeight=X
     Description="Mainmans amazing stuff"
     beltDescription="RED"
     CollisionRadius=4.300000
     CollisionHeight=7.470000
     Mass=5.000000
     Buoyancy=3.000000
     MultiSkins(0)=SomeRedTexture
}



Code: Select all
//=============================================================================
// Main's phat phlask
//=============================================================================
class FlaskBlue extends DeusExPickup;

simulated function bool TestMPBeltSpot(int BeltSpot)
{
   return ((BeltSpot <= 5) && (BeltSpot >= 4));
}

state Activated
{
   function Activate()
   {
      // can't turn it off
   }

   function BeginState()
   {
                    local FlaskRed Inv;
                    local coolstuff cool;
                    local DeusExPlayer Player;
                    Player = DeusExPlayer(Owner);
                    foreach AllActors(class'FlaskRed', Inv)
                    {
                          if (Inv.Owner == Player)
                         {
                                 Inv.Destroy();
                                 Self.Destroy();
                                 cool = Spawn(class'YOURBLOBTHINGHERE')
                                 cool.SpawnCopy(Player);
                                 if(cool.Owner != Player)
                                      cool.Destroy();
                         }
                    }
              UseOnce();
              }
   }
Begin:
}

state DeActivated
{
}

defaultproperties
{
     ItemName="Flask of |p5Blue |p1Liquid"
     Mesh=LodMesh'DeusExDeco.Flask'
     bActivatable=True
     PlayerViewOffset=(X=30.000000,Z=-12.000000)
     PlayerViewMesh=LodMesh'DeusExDeco.Flask'
     PickupViewMesh=LodMesh'DeusExDeco.Flask'
     ThirdPersonMesh=LodMesh'DeusExDeco.Flask'
     LandSound=Sound'DeusExSounds.Generic.GlassDrop'
     Icon=X
     largeIcon=X
     largeIconWidth=X
     largeIconHeight=X
     Description="Mainmans amazing stuff"
     beltDescription="BLUE"
     CollisionRadius=4.300000
     CollisionHeight=7.470000
     Mass=5.000000
     Buoyancy=3.000000
     MultiSkins(0)=SomeBlueTexture
}


basically you can carry these 2 flasks, and when you activate either of them, it checks if you also have the other colour, and if yes, they will both be destroyed and a blob spawned instead. (you can only carry 2 flasks at a time so this system can work). to add more colours and therefore more possibilites just extend it (ask me if you need more help).

this is only the basics you can add more stuff like clientmessages or effects (such as bubbling smoke when you activate them), etc.
Last edited by MainMan on Thu Jan 19, 06 9:35 pm, edited 1 time in total.
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Postby Bob » Thu Jan 19, 06 9:34 pm

I started a lab map which I lost when my brother decided to wipe the Hard drive of my old machine. May still be in the private section?
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Postby Spiderbot01 » Thu Jan 19, 06 9:40 pm

Just Rename EvilLab!!!!
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Postby Allan » Thu Jan 19, 06 10:33 pm

Nah, i want to start fresh :) I like to make new maps, and use my new knowledge in them. Plus i can think of much else to add to EvilLab...
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Postby MainMan » Thu Jan 19, 06 10:36 pm

have you used the stuff from my helpful post? i've basically made the thing for you, all you need to do is assign textures (the things left X)
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Postby Allan » Thu Jan 19, 06 10:38 pm

Not yet, i'm adding more of the level, so i have somewhere to put this stuff :P lol
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Postby Wasted » Thu Jan 19, 06 10:45 pm

I have ideas... Main isnt gonna use them so I will reveal all!


Ok, how bout u wear science lab coats, then u stand in a room with complicated buttons around u, and u can see the lab but people in the lab cant see u. Then u get some idiot whos pressed a buttom for the lift, into ur lab through an elevator thing. Then buttons are used to spawn things and bam u can test weps. For more ideas pm me :D
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Postby MainMan » Thu Jan 19, 06 10:48 pm

yeah there will be a lab in mainmans_LagAcademy and you can build your own lagweapons as well as try out some of my new lag projects in development...
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Postby Wasted » Thu Jan 19, 06 10:50 pm

And if u dont wanna try them out, we will make u with the lift of DOOM! did anybody like my idea?
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Postby MainMan » Thu Jan 19, 06 10:52 pm

go easy on the lifts. People wont have to try them out if they dont want to (unless i shoot them with a gun that teleports them to a cage under the lagray)
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Postby Wasted » Thu Jan 19, 06 10:54 pm

Oo im lik9ing it. Can anybody out there make a turret that fires different ammo, Is they can I can make the best lab u ever thought of.
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Postby MainMan » Thu Jan 19, 06 10:55 pm

a projectile turret already exists. (can fire anything, rockets, fireballs, HE, plasma, lag, etc)
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Postby Allan » Thu Jan 19, 06 11:00 pm

~€Wasted€~ wrote:I have ideas... Main isnt gonna use them so I will reveal all!


Ok, how bout u wear science lab coats, then u stand in a room with complicated buttons around u, and u can see the lab but people in the lab cant see u. Then u get some idiot whos pressed a buttom for the lift, into ur lab through an elevator thing. Then buttons are used to spawn things and bam u can test weps. For more ideas pm me :D


So effectively, your saying have an admin room tyoe thing, where you automatically wear the labcoats upon entry. lol, funny idea, but it makes sense, kind of. You make a teleporter to send them to the room, and push a random series of complicated looking buttons to torture them in funny ways :P LOL! Clever, and evil! Like a button for something like a Lagzone, where when a button is pressed, and for the person in the test room, client messages keep poppin up with random crap XD!
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Postby Spiderbot01 » Thu Jan 19, 06 11:02 pm

Well Im set with that idea, I have admin on Allans server 8)
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Postby Allan » Thu Jan 19, 06 11:08 pm

(On my main PC. Nobody at all has admin on my laptop, not even myself :S)

Ok, im gonna look through my mod packs, and see if there is anything good to use in them, then, Onwards to making new stuff! (Like what MainMan suggested :))
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Postby VodunLoas » Fri Jan 20, 06 12:05 am

about lag weapons and of the sort, cant something be made to use the command 'Debug GPF' when in use? That makes dx shut off with a gpf error.
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Postby Allan » Fri Jan 20, 06 12:16 am

I guess so, but i would want lag creation, not instant GPF's. A stream of about 60 client messages non stop makes good lag, but doesnt normally cut off the player from the server. :)
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Postby Gishank » Fri Jan 20, 06 3:58 pm

BTW Allan if you need a modder to help you add my msn and we can chat ;)
My codeing skillz are advanced if i can be arsed to do it.
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Postby Cozmo » Fri Jan 20, 06 5:03 pm

~MainMan~ wrote:yeah there will be a lab in mainmans_LagAcademy and you can build your own lagweapons as well as try out some of my new lag projects in development...


Why do you have a fetish for lag weapons!?
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Postby Allan » Fri Jan 20, 06 5:16 pm

Nobody knows... (Asks [A]Nobody why MainMan loves lag weapons... Lol!)

I guess it's got something to do with some happenings in his DX past...
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