Possible New Map

Talk about any Deus Ex game modification here, e.g. maps, package or a total conversion.

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Postby MainMan » Fri Jan 20, 06 5:46 pm

because, why "kill" someone on a computer game, when you can lag them?!

Basically, I <3 lag.

And also Allan, if you have some coding problems, post here and I can help you out.
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Postby Allan » Sat Jan 21, 06 1:17 am

Ty Mainman, and Klop(And Wasted, :P). Oh, BTW:

NEWSFLASH!

Main spawnpoints for both teams started. Resistance have a weird tunnel, and the scientists have a special teleporter which is a bit like how Nobody's Teleporters are made, but without all the complex coding, and only going to a random location assigned to the teleporter...

The scientists path into the place is still in development, but needless to say it'll be a long way from where the other team spawns...
Last edited by Allan on Sat Jan 21, 06 4:04 pm, edited 1 time in total.
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Postby Wasted » Sat Jan 21, 06 3:48 pm

Allan wrote:Ty Mainman, and Klop.


I inspired ideas :D
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Postby Allan » Sat Jan 21, 06 4:03 pm

Hmm, i dont know whether to put the resistance straight in the lab after the tunnels, or add an outside bit, and an office part with an evelator to the lab... Decisions, decisions...
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Postby Spiderbot01 » Sat Jan 21, 06 4:05 pm

You got your server working yet Allan? Or am I gonna need to host it?
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Postby Allan » Sat Jan 21, 06 4:08 pm

[Z]_Spiderbot01_[Z] wrote:You got your server working yet Allan? Or am I gonna need to host it?


Looks like im gonna need someone to host it... *Looks around desperatly...* How about you Spidey? *Points out that not a lot of he map is complete, and the teams cant get far past the spawnpoints... (Resistance has an extra room added, Scientists have nothing but the spawn room..., But im working on it, i got the weekend homework free!!!)
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Postby Spiderbot01 » Sat Jan 21, 06 4:09 pm

Thats why Mr Spectre invented ghost :P
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Postby Wasted » Sat Jan 21, 06 4:10 pm

Allan wrote:Hmm, i dont know whether to put the resistance straight in the lab after the tunnels, or add an outside bit, and an office part with an evelator to the lab... Decisions, decisions...


See i told you didnt I! Elevator the to the lab. Genius. anyways, right You could either make an elevator to the lab supposedly a big white room. You stand in a seperate room with either cameras or a wall which u can see through only one side, u know like the mirrors in police stations. Then use buttons to control spawning of lethal weps into the lab.

+ a trapdoor to the lab is kwl aswell
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Postby Spiderbot01 » Sat Jan 21, 06 4:13 pm

I suppose you could edit your food mod to make crazy things happen...
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Postby Allan » Sat Jan 21, 06 4:20 pm

[Z]_Spiderbot01_[Z] wrote:I suppose you could edit your food mod to make crazy things happen...


Actually, the food mod was ClickAndKill's, but yea, itsounds like a good idea :) * Collects more stuff into the OwnageMod package*(Named so, because it owns :P, and because the place is called OwnageLab.)
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Postby Wasted » Sat Jan 21, 06 4:24 pm

Ill pm u with mreo ideas... (evil laugh)
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Postby MainMan » Sat Jan 21, 06 4:25 pm

allan have you used to code i gave you, for the chemicals you can mix to make stuff?
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Postby Allan » Sat Jan 21, 06 4:27 pm

Im just about to now Main, i dont know whether to put them in the Resistance half, or the Scientist half...
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Postby Wasted » Sat Jan 21, 06 4:29 pm

Do u think it possible to press a button in ur part of the lab, and then a small container pops out the wall and there are options of what to do?
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Postby MainMan » Sat Jan 21, 06 4:35 pm

resistance half, because as youre in the lab, you can find chemicals and make stuff yourself
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Postby Allan » Sat Jan 21, 06 4:58 pm

Well, i found an intresting, but blingingly obvious way to get help into the game. Make a new DeusExDecoration like a book, and make a variable string which you can edit in the properties menu to replace the "There is nothing intresting to read" message. This way, the info will stay, and not keep leaving, as was the problem witth previous attempts at making a special way to get help into the game. Also, i had another funny idea :D. Make a toilet in the office, and make the toilet room the lift, so when you flush, you go to the lab, and running the taps send it straight back. XD

Edit#1: w00t! 150 Posts!
Last edited by Allan on Sun Jan 22, 06 1:33 am, edited 1 time in total.
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Postby Mr. Tastix » Sat Jan 21, 06 5:03 pm

Allan wrote:Well, i found an intresting, but blingingly obvious way to get help into the game. Make a new DeusExDecoration like a book, and make a variable string which you can edit in the properties menu to replace the "There is nothing intresting to read" message. This way, the info will stay, and not keep leaving, as was the problem witth previous attempts at making a special way to get help into the game. Also, i had another funny idea :D. Make a toilet in the office, and make the toilet room the lift, so when you flush, you go to the lab, and running the taps send it straight back. XD


Heh, funny, lol. I'm like the sound of this Map.
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Postby Allan » Sun Jan 22, 06 1:32 am

Right, Im needing some spawnpoint help now.

I need to set the map's spawnpoints up so that the NSF spawn on one side(EG, Resistance), and UNATCO spawn for scientists, and cannot spawn in the other area. But how do i do this with the PlayerStarts, because it just ends up with you spawning in both areas when i try to work them... Any Ideas???
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Postby VodunLoas » Sun Jan 22, 06 3:53 am

I would like to know this also, but I am sure you will need some code.
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Postby Gishank » Sun Jan 22, 06 9:50 am

Allan, wait let me check what side code is what.........
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Postby Alex » Sun Jan 22, 06 10:41 am

Allan wrote:Right, Im needing some spawnpoint help now.

I need to set the map's spawnpoints up so that the NSF spawn on one side(EG, Resistance), and UNATCO spawn for scientists, and cannot spawn in the other area. But how do i do this with the PlayerStarts, because it just ends up with you spawning in both areas when i try to work them... Any Ideas???

I think this is setable, perhaps something with:
In default properties--> NavigationPoint --> ownerTeam
or
In default properties--> PlayerStart --> TeamNumber
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Postby Allan » Sun Jan 22, 06 10:49 am

Ok, im gonna try these now :) Thanks Alex :D
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Postby Allan » Sun Jan 22, 06 2:37 pm

Double Post, i know...

The things you said about the spawnpoints didnt seem to work, unless you have to specify the class name, or number, i dont know...

Also, im working on reskinning the food mods, to make them look even cooler :D Here's some of what i've done so far... (Curses JPEG Compression...)

Edit: Food Mod is complete, except for Player view alignments! The food can actually make you get fat, and if I were you, I wouldnt eat the BBQ crisps, it's murder for your digestion to cope with such hotness!
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