KF-Disco  (Read 23377 times)

Snipe34

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Re: KF-Disco
« Reply #15 on: January 12, 2012, 22:34 »
just playing it now.....

Some big problems with the bathroom area space wise - too small.   Zombies stuck.  Smaller monsters are ok.  But big ones, the whole map jams up.

Also i suggest you delete all zombie volumes and replace with default.

BUT, [apart from being too narrow in toilet] was a great map to play :)

mc was stuck up there...

can't see it here, but zombies are moving in circles


 
« Last Edit: January 12, 2012, 23:11 by Snipe34 »

N3Cr0

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Re: KF-Disco
« Reply #16 on: January 13, 2012, 20:16 »
Not so hard for many players :P Also, some movers, meshes and props would be nice.

One nooby question: how can I make the disco ball spinning permanently?
I know I have to work with the keyframes, but I don't know how to trigger/activate the mover permanently, and the tutorials just describe how to trigger them by players.
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JD

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Re: KF-Disco
« Reply #17 on: January 13, 2012, 21:51 »
Open Mover properties, then select Object->InitialState->ConstantLoop. Thats that. :3

N3Cr0

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Re: KF-Disco
« Reply #18 on: January 13, 2012, 21:56 »
Thank you very much! It's moving!
Now I have to fix the movement, but I guess it will be easy.

EDIT: It still looks aweful: it stops moving for a short moment after each key.

EDIT2: It moves clockwise and back against clockwise :/


but Even if I can fix this one time: I will have some trouble with a not well working trigger light (disco light) ;(
« Last Edit: January 13, 2012, 22:06 by N3Cr0 »
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JD

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Re: KF-Disco
« Reply #19 on: January 13, 2012, 22:16 »
Okay...I wasn't remembering right. Now here are the exact steps to make a Rotating Mover.

Object -> InitialState->   RotatingMover
Movement -> Physics->   PHYS_Rotating
Mover -> MoverEncroachType->   IgnoreWhenEncroach
Movement -> RotationRate -> Yaw   50000 (Its the speed of the rotation.)
Movement -> bFixedRotationDir->   True

So you don't have to use keyframes at all.
Hope it helped. :3
« Last Edit: January 13, 2012, 22:38 by JD »

N3Cr0

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Re: KF-Disco
« Reply #20 on: January 13, 2012, 22:50 »
Thank you very much, it's working!
Man (girl) that was complicated!
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N3Cr0

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Re: KF-Disco
« Reply #21 on: January 13, 2012, 22:59 »
OK, one more nooby thing:
The triggerlight doesn't work for a disco light (I can't see it in the game), also triggerlight: stroboscop is not blocked by walls (it lights the whole map)
Question: Does anyone know how to fix the first of these issues?
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Snipe34

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Re: KF-Disco
« Reply #22 on: January 14, 2012, 00:06 »
TriggerLights, lighting > LightRadius 4 is usual, 8 is larger 12 much larger - and larger, sunglasses time

Also TriggerLight: BInitallyOn: True

N3Cr0

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Re: KF-Disco
« Reply #23 on: January 14, 2012, 00:27 »
It still doesn't work properly:
On dynamic lightning I can's see it and without dynamic lighting I can only see  some not moving lights -.-
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N3Cr0

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Re: KF-Disco
« Reply #24 on: January 14, 2012, 19:07 »
Maybe I'm bugging you again, but I'm working on a solution for the not moving disco light: I wanna add a projector (like in arcade gas station).
I have drawn a texture file (template was AbaddonArchitecture-epic -> base) and saved it in the .dds format, BUT:
Now I'm stuck and can't add this texture. Could someone write a tutorial please?

EDIT: Maybe there is just something wrong with the file format o.O Strange,  I just have redrawn this exported projector texture and saved it...
« Last Edit: January 14, 2012, 19:13 by N3Cr0 »
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[MiA]Zaid

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KF-Disco Glitchs
« Reply #25 on: January 14, 2012, 20:54 »

N3Cr0

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Re: KF-Disco Glitchs
« Reply #26 on: January 14, 2012, 21:01 »
No problem!
It's fixed now.
I will upload a new version soon.

new changes/fixes:
  • Boss music   -   fixed. Thanks Hicks, I have copied(and modified) your triggers from KF-Broken
  • new spawns  -  building...  @Hicks again: I'm trying to use your triggers from Iced V2. I hope that's OK for you.
  • karma actors -  will follow later
    I promise, there will be a nice surprise :P

I think I will release one more beta and then a pre-final before it's really done.
Each version will have important changes.
« Last Edit: January 14, 2012, 21:02 by N3Cr0 »
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N3Cr0

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Re: KF-Disco
« Reply #27 on: January 14, 2012, 22:44 »
Releasing new version:
http://www.mediafire.com/?bcnj3ntvq25lx69

There are many changes and bugfixes.
Also it's not too easy anymore :P I've got some surprises for you.
Will you be pure enough to hear the boss music?
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Snipe34

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Re: KF-Disco
« Reply #28 on: January 15, 2012, 00:22 »
Your pathing is good, giving wide corners around doors, and placed in the centre of doors.   So I was wondering why the delay in zombie spawning.  Then I noticed your pathnodes are not in inside the zombieVolumes.  Zombies (the AI) are getting a little confused for a few seconds - they have to think... where is a pathnode?

That back toilet is a little small, treble the size it would be still be a little small, but much better than now.  Btw the spiral staircases look good and work well.

Crawlers wave 2?! hehe.

[MiA]Zaid

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Re: KF-Disco Glitchs
« Reply #29 on: January 15, 2012, 10:00 »
Cool all that :)

Thx