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Wave-based Olde Tower Type Maps Tutorial...
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Wave-based Olde Tower Type Maps Tutorial... (
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poompoom500
1337
Posts: 708
Country:
For my one and only Dottie.
Wave-based Olde Tower Type Maps Tutorial...
«
on:
January 24, 2012, 00:41 »
To AudreyRafael,
Well here we go. This shouldn't take too long. The
main thing
to know is the
actor
that triggers the wave-based
mover
to activate is the
trader door
. Go to your
trader door
and open its
properties
and scroll down to the
MoverEvents
, and down to
ClosingEvent
. Type in the name of your
counter
.
Then we come to the hard part. Using
counters
,
message triggers
, and
scriptted triggers
.
You get the
counter
by click on the Actor browser on top (chess pawn) and scrolling down to
Triggers
. Then go down to
Counter
.
Get your
Counter
and open its
properties
and scroll down to
Counter
and then to
NumToCount
. Type in 1 for the first wave, and type in 2 for the next counter for the second wave, and so on. Then scroll down to
Events
and go down to
Event
and type in the NAME of your first door (mover). Then go down to
Tag
and type in the NAME you typed in earlier on your
trader door
's MoverEvents, ClosingEvent. These counters are what activates your wave-based doors. You should have a total of
9
counters for the 9 waves.
The next item you need is the
MessageTrigger
. You get that from
Triggers
.
Open the
MessageTrigger
, and go down to
Events
and then to
Tag
. Type in NAME you gave the counter Events, Event. Then scroll down to
MessageTrigger
and
Message
. Type in the message you want when the wave ends and the wave-based door opens. And you do the same for the next MessageTriggers until you do the whole wave 9.
The rest should be relatively easy. They are all based on the trader door's
MoverEvents
. The ScripttedTriggers are merely cosmetic.
«
Last Edit: January 24, 2012, 02:08 by poompoom500
»
Snipe34
1337
Posts: 945
Country:
Re: Wave-based Olde Tower Type Maps Tutorial...
«
Reply #1 on:
January 25, 2012, 19:02 »
Thanks Poom for your effort here, I think this is the info Audrey wanted... Audrey, are you there?
poompoom500
1337
Posts: 708
Country:
For my one and only Dottie.
Re: Wave-based Olde Tower Type Maps Tutorial...
«
Reply #2 on:
January 25, 2012, 21:05 »
To Snipe34,
Quote
I think this is the info Audrey wanted...
I know. He PMed me about it. BTW, I got your PM about more of KF3 beta. I am looking forward to testing it for you. And how's UDK coming along? It uses *.udk files. I ahve to figure out how to extract them.
And AudreyRafael is going to make an Olde Tower version map, I think.
Audrey-Rafael
Sr. Member
Posts: 136
Country:
Re: Wave-based Olde Tower Type Maps Tutorial...
«
Reply #3 on:
January 25, 2012, 23:23 »
Not extactly and old tower map, but a map where thing happen after each waves, ... I'll test thing like making the dit a popular map, then i'll make a costum map.
the edit , is like a test... a little one.
Just have trouble controlling the number of zombies spawn, right now
But I know one way.. hoverer , it is long.
«
Last Edit: January 26, 2012, 04:58 by Audrey-Rafael
»
N3Cr0
1337
Posts: 641
Country:
Re: Wave-based Olde Tower Type Maps Tutorial...
«
Reply #4 on:
February 13, 2012, 19:46 »
@ poompoom500
First of all: thanks for the great tutorial.
But I have some issues with my door: I can only trigger it by running against it. I have compared it with the door from KF-OldeTower and I couldn't find the difference.
The only difference here should be that I don't need a message trigger in my map yet.
So could you please add how to make the door to your tutorial?
http://n3cr0.itch.io/
xmpp: n3cr0@jabber.ccc.de
poompoom500
1337
Posts: 708
Country:
For my one and only Dottie.
Re: Wave-based Olde Tower Type Maps Tutorial...
«
Reply #5 on:
February 14, 2012, 01:48 »
To Necro,
Sorry for the delay in response. I wasn't able to check Miasma til a few minutes ago. Anyways, here goes.
The way to
activate
your
DOORS
(MOVERS) in sequence is by using the
COUNTER
- read above on
COUNTERS
.
You sequence your
COUNTERS
by typing the number starting from 1 on the
COUNTER
's Counter\NumToCount. The
COUNTER
's Events\Tag is the name you use on your
TRADER DOOR
's MoverEvents\ClosingEvent.
Pixelscope had the
COUNTERS
and the
MESSAGE TRIGGERS
located by the right side of the tower ground level. You have to name (Events\Tag) your
DOORS
by the name you give your
COUNTER
Events\Event.
NOTE: Make sure your
DOORS
'
Mover\b_TriggerOnceOnly
is set to FALSE (default). And the
Object\InitialState
is set to TRIGGERADVANCE.
And that should fix your door problem.
«
Last Edit: February 14, 2012, 02:34 by poompoom500
»
Audrey-Rafael
Sr. Member
Posts: 136
Country:
Re: Wave-based Olde Tower Type Maps Tutorial...
«
Reply #6 on:
February 14, 2012, 03:44 »
I was thinking of making a wave-based bonus map, with thing unlocked, when you've done a wave or etc, such as trader, who only open, when wave 9 is done, exemple.
Did some testing on a fun version of gas station, I don't think it should be considered, but it is fun. sometimes, surprises are great. such fp at the end wave 1
N3Cr0
1337
Posts: 641
Country:
Re: Wave-based Olde Tower Type Maps Tutorial...
«
Reply #7 on:
February 14, 2012, 16:29 »
Thanks, but there's still a problem: the door initialises its state to open and cannot be closed -.-
Ah, and before I forget: my counter only triggers at the beginning of the chosen wave, even if I set the trader door to opening event. But I wanna trigger my actions at the end of a wave.
«
Last Edit: February 14, 2012, 16:32 by N3Cr0
»
http://n3cr0.itch.io/
xmpp: n3cr0@jabber.ccc.de
poompoom500
1337
Posts: 708
Country:
For my one and only Dottie.
Re: Wave-based Olde Tower Type Maps Tutorial...
«
Reply #8 on:
February 14, 2012, 18:29 »
To Necro,
What you need to do is SET your
doors
to OPEN/CLOSE positions.
Place your door in the CLOSED position. OPEN its
PROPERTIES
and go down to
MOVER
then to
NUMKEYS
. It should be set to 2 as default (which means you can move it in 2 positions). Go up a little to
KEYNUM
and set to 0. RIGHT CLICK on the door and scroll to
MOVER
then to
KEY 0 (BASE)
. Then SAVE.
Next thing it open DOOR
PROPERTIES
, and scroll down to
MOVER
, and to
KEYNUM
. Set it to 1.
Now you need to position your
DOOR
to OPEN. This you do manually by clicking on the door, then press and hold the CTRL key and move with mouse using RIGHT BUTTON. Then you RIGHT CLICK on the
DOOR
and scroll to
MOVER
. Then scroll over to
KEY 1
. Click, then SAVE.
SAVE everything, then BUILD ALL. FINALLY, set
MOVER\KEYNUM
(from DOOR
PROPERTIES
) back to 0. SAVE and BUILD ALL. Then SAVE one more time.
«
Last Edit: February 14, 2012, 18:47 by poompoom500
»
N3Cr0
1337
Posts: 641
Country:
Re: Wave-based Olde Tower Type Maps Tutorial...
«
Reply #9 on:
February 14, 2012, 18:36 »
Thank you very much.
Damn,maybe I should have taken one more look in a mover tutorial xD Sorry for bugging you.
I thought all my standard movers in my map are totally buggy.
I gonna try it later on this evening.
http://n3cr0.itch.io/
xmpp: n3cr0@jabber.ccc.de
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Wave-based Olde Tower Type Maps Tutorial...