DXSG Map problem

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DXSG Map problem

Postby [FGS]ShadowRunner » Wed Oct 11, 06 1:39 pm

Well it's getting confusing so... anyone who downloaded DXSG_Area51_TheDayAfter_Beta_7 ...please disregard.
Nobody please ignore the many posts on FGS, it is confusing, I put all issues in the one thread here. My apologies.

I have DXSG_Area51_TheDayAfter_Beta_8 here at the wonderful FGS site's, DX downloads section:

http://dusterstadl.de/forum/viewtopic.php?p=2484#2484

The map is ready for Mr Nobody... but two problems elude my noob mapping skills.

1. Trigger Lights.
Image
I have made a typical DXSG power room, but the switch doesnt operate the trigger lights. I checked events and read a bit of Tack's Lab and I am none the wiser.

2. The "offline"/online" switche's mover in the power room doesn't move/is not visible as "online" when the switch is pressed. Again I am none the wiser.
Image
Is there is some more simple, clever way of making the offline texture change to online?

3. Possibly the Alarm has a life of its own, independent somehow of the doors. Again the base has been nuked, so I'm not too bothered that the alarm seems to go off before the blast doors are raised. But it would be nice to get this right.

So except for this problem, Beta 8 version is ready for:

1. TRC's
2. Rings
3. Broken Ring in final room
4. SCLAW's
5. Neutron Bomb Reactors
6. CSLAM's
7. Whatever changes Nobody wants to the map...

Also ppl could take a look at the way I have done lockpicks/med/multitools, bearing in mind 2 bots are freestanding and other repairbots require picks not tools to access. One of the bot door appears faulty and others are missing, that is the point... the base has been nuked by JCDenton...remember?

Any advice or guidance or quick fixers will be very much appreciated.

Nobody here are the ring locations again.

11 - Bunker, near comm
22 - Comm
33 - Hangar
66 - Tower

27 - The Secret Base North
72 - The Secret Base South

No Code - Please put a "broken" set of rings in the room at the end of the monorail, which is flooded and goes nowhere...

Every ring tranporter location is marked by a yellow sign saying "SG".
ImageImageImage
ImageImageImage

If you can also add, please add 44 (Wall on Right side, near single helipad behind hangar) and 99 (Skybox)

Comm Ring no 22 - This will have to be placed very close to the wall, otherwise the chassis/idle position doesn't have enough room. If comm is too small for ring 22. then no.11 is close enough to comm, it will be ok.

These are the codes I entered for cabinets/doors, but I don't know how you made it work in MP: Dates of revolutions in history.
Image
1645 - The window between Ring Transporter room and Control Room
1776 - Neutron Bomb Reactor Window
1917 - CSLAMS Window
1792 - LAMS Window

I think this locked room in the base can have a LAW.
Image
And this final room at the end of the monorail can have a SCLAW.
Please get rid of the greazel if it is going to lag.
Image
This is very similar to another flooded room. Please put a set of "broken" rings in this room. That other flooded room, with TWO pipes, can also have a super-weapon I guess, you're the Boss.

EDIT: Attachment deleted because I uploaded a new version further on...
Last edited by [FGS]ShadowRunner on Sun Oct 15, 06 3:59 pm, edited 1 time in total.
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Postby Allan » Wed Oct 11, 06 5:05 pm

Issue 1 - You don't need to set the RemainOn time to 1000000000. The RemainOn time is the amount of time before a transition between light changes. Setting that that high'll mean it never turns on, without -lots- of time waited.
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Postby MainMan » Wed Oct 11, 06 6:53 pm

For a triggerlight, change the InitialState (in Object) to TriggerToggle.
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Postby Allan » Wed Oct 11, 06 7:24 pm

Ya, I noticed he'd changed it in some of them, but not all.
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Postby [FGS]ShadowRunner » Wed Oct 11, 06 9:53 pm

Thanks for a very quick response.

I changed the remain time to "3" on all trigger lights and my initial state to triggertoggle (ty I learned something) and as DXMS suggested I changed mover movetime to 0.

Unfortunately it still doesn't work, perhaps I am doing something stupid with the events or tags or the switch itself.
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Postby Allan » Wed Oct 11, 06 10:32 pm

Hmm. When I checked it over, I found you had the TriggerLights events set as what their tag should be. So, you need to change all the tags for the lights with PowerSupply(or whatever it was, I forget :( ) as their event to whatever their event name is. That should be another brick in your map completion wall.
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Postby [FGS]ShadowRunner » Thu Oct 12, 06 10:46 am

Aw thanks for taking another look. I knew it was something dumb like that.
If it is OK, I will delete the beta 8 and put up a beta 9 version when I have changed the tags etc. Then hopefully the map is ready.
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Postby [FGS]ShadowRunner » Sun Oct 15, 06 4:18 pm

Please accept apologies for the double post.

Here is the finished version, with secret areas.
Obviously the locations of Noobtron Bomb Reactors and SCLAWS has changed and I will not reveal here, but by pm to Jon and Nobody, who wont tell the rest of their clan :wink:

The Nade storeroom in the secret base has not changed, it still requires a Neutron Bomb and 2 CSLAMS. I've placed lams instead at the moment.

The flooded room at end of monorail with greazel can still contain a SCLAW.

Secret Area 1 - Is accessed by a switch in comm. Contains a Neutron Bomb. Contains equipment useful for secret area 5.
Secret Area 2 - Is accessed by a switch in the Tower. Contains a Hooker. Can contain a Neutron Bomb or SCLAW. You choose.
Secret Area 3 - Contains a switch which opens Secret Area 4 and biocells.
Secret Area 4 - Contains a medbot and ammo.
Secret Area 5 - Can be seen, but requires Augs or equipment found in Secret Area 1.

Secret Area 1, 2 and 4 will be hard to access without teamwork or luck/enemy ignorance of the secret.

The map IMO is finished and ready. But guess what... one thing still eludes me, the trigger lights. I think I have the events right, but the remain time confuses me. I understand what it shouldn't be set to, but dont really know what I should set it to.

Otherwise I'd say the map is ready for Jon/Nobody to add rings.
I can clarify wep locations by pm if necessary.
I'm starting to kid myself the map is cool with faulty trigger lights anyway, the base is busted...

EDIT: UPLOAD PROBLEM!!! it's saying I am uploading an empty file.

I will e-mail it to Nobody and Jon today. That way is better, no-one will see the secret areas...
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Postby MainMan » Sun Oct 15, 06 4:32 pm

Upload problem? Try uploading to here or here.
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Postby ~ô¿ô~Nobody~ » Sun Oct 15, 06 4:59 pm

I'm currently a little bit busy with school, that's why i can't do further mapping relted actions now (The same counts for DXSG_Cathedral_V1)

But i promise, when you sent me the latest beta, i'll take a look at it as fast as i can.
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Postby Jon » Sun Oct 15, 06 5:48 pm

Ok, I think its about time we kept this topic for your stuff Shadow, and my topic for mine. Having said that, I've made the texture you need in your skybox for this map. Simply import it into the editor, making sure the 'Package Name' is 'MyLevel'...
Attachments
Area51_TheDayAfter_RTLocations.rar
Unzip to anywhere on your pc - the editor isn't fussy where you import the file from
(3.52 KiB) Downloaded 260 times
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Postby [FGS]ShadowRunner » Sun Oct 15, 06 6:19 pm

thanks Mainman, Nobody and Jon, I'll get that texture into the sky. I'll try upload again when I'm done.

EDIT
thanks for doing it so fast...

I've spent 21 days on this map now...*wipes brow*

Well I thought the skybox texture could be a poster /notice next to the yellow SG signs at the rings. Something like this...

"Welcome to Nellis Airforce Base, Groom Lake Testing Facility, Area 51

1. Dial the destination
2. Press the red button
3. Exercise personal safety during transit. do not chew gum, spit or adjust clothing.
4. Exit transporter at destination in an orderly fashion, for use by other personnel.

11 - Munitions Bunker
22 - Communications Building
33 - Hangar 37
44 - The wall behind the hangar
66 - Tower 17
27 - The Secret Base North
72 - The Secret Base South
99 - Skybox

Nellis AFB does not accept responsibility for any loss or injury caused during transit. Passengers are subject to Area51 regulations at all times and travel at their own risk. In the unlikely event you experience a fault with your ring transportation, please contact transportation at Dxms.co.uk,
Engineering at Gravity-World.com or Strategic Command at DxAlpha.com.

Have a pleasant day at Groom Lake.
Colonel Randolph "Tex" Eagleburger III USAAF, Nellis AFB Commander."

something humurous like this...

EDIT: And here is the download link thanks to Mainman...

k #1: http://rapidshare.de/files/37315703/DXS ... 9.zip.html
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