I am trying to trigger a zone just by walking into the trigger. (A trigger in the zone I want to activate.) I am using a radius trigger because I wasn't getting results with a multiple trigger.
I've been at this for a couple days now, and have tried many things. I thought this last try was it but I can't seem to trigger the spawns in the new zone without using a zombie_door/magic_door that you have to buy. I am using something like this;
I have also tried putting the add adjacent zone code after the flag set. The code seems to work when I test with an iprintln either way, but it isn't activating the zombie spawns. Am I on the right track? Am I missing something else?
They are a bit trickier to write and handle but with these you can get around the limit
If I would have time I could write a small tutorial but I think if you look here in the forum and on google you will probably find enough information to get started
Thanks for the advice. I designed a "rolling" hud instead, but I will probably look into the menufile then, just in case I have coop issues when i test.
Yah sounds right, I believe the max is 18 or 19 I am pretty sure since I use to work with HUD's a lot when I use to mod for waw instead and could only do so much until it became all flashy
Either there is a low hud limit or I maybe am doing something wrong. It is possible in the map I am working on that with all the shaders (perks, buildables, etc...) that I could have 25 or 26 shaders on screen at once. But, once it gets to 18 it stops showing them until one is removed. Does that sound right?
so when i play my map player one is the default player model (the girl) and player 2, 3, and 4 are invisible and player 1 gun is in player 2 face
Do you have the old _loadout.gsc? It is about 12-13kb. The newer _loadout.gsc is about 22-23 kb. This happened to me once when I copied the old one into my map for some reason. I had thought I replaced all my original ones.
Can someone point me in a direction in which I could learn, if this is possible, how to make a misc_turret move? I have a script_brushmodel that moves around and an auto turret system. I would like to add/link an auto turret to the brushmodel. Everything I tried so far either renders the turret useless, doesn't move the turret and sometimes the brushmodel, or the turret just disappears.
This is an 8ft florescent light, both on and off, each with a different radius, 100, 150, and 200.
I have a bunch of prefabs I made for ILS, see image below, that I wanted to add here, but I was fighting file sizes and bandwidth, and losing, plus I wanted to test that I am uploading the right files and everything first. I have all the images and maps on MediaFire for the other stuff if anyone wants it. It has a gdt file with the right naming since I mixed up some between tga and texture naming. You still have to convert assets in the asset manager.
I really liked the vending machines and everything was nice in my opinion. Fun map and I had alot of fun playing. If I had to give one shred of constructive criticism it would be that the map is a little on the easy side. That is ok with me though because I still had fun playing it.
Love it!!! A good fun map to play. Love the pap'd sword like what you did with the starting pistol too. As Zombiejelly has already stated, was an easy map to play. maybe more risers outside could help with the balance
Really glad you both enjoyed it. It is a bit on the easy side. Almost all the guns got more power added to them and faster reloads. A few weapons, especially the sword, sawed off, and ppsh, could be brought down in power a little.
Spoiler: click to open...
The pap'd pistol with stamina up makes you run REALLY fast. Its a little silly.
I tried to make a run and gun map where you couldn't spend the whole time in one spot but you could survive if you kept moving.
Also, did you consider adding a buyable ending or an ee of sorts? I think you could set a higher ending on this one and ppl would not be put off as its reachable (say 100k)
I did think about it. I actually want to
Spoiler: click to open...
add a mission to get home to your family. I would have a build-able, one way, teleporter, and when you take it, it takes you to another smaller map like a home, which I still have to make and then add to this map. There you would search for your family and the game would end once you found them through a buyable ending some how, or building something to escape in, maybe a plane. There would be at least 4 to 6 more zones there, so it wouldn't be so easy on such high levels.
Introduction: When it happened everything flooded and left me stranded here. The world ended and I'm still stuck at work. That's almost not worth fighting for... Zombies are coming at me from the floors, walls, ceilings, water, and outside the fences. No place is safe. We have to keep moving... I have to get home!
If your water is black, instead of red, that may be a sign that you may need to delete the map and then re-install, or re-download and re-install the map.
The one piece of fence outside where you can see the outside of the spawn area is sticky. You will have to bleed out and wait for the round to end if you get stuck on it.
There is a car you can get stuck on too, the confused car, but the other car will knock you off if you survive till it gets there.
Bear EE's spawn in a few different random places each game
Zombies catch on fire when they walk into it now and don' t just die
Car angles will self correct if they get off
EE sounds added
Tweaked some textures
Fixed some mapping mistakes
Fire throwing zombie hands, only one way to get them, very difficult to do.
Hints:
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You have to have no weapons, and your not down, and your not dead
I won't let you have the same weapon not upgraded and upgraded
Sometimes, the third time is a charm
You get points with turret system and ZMP machine and perk now
ILS, Lets Go Home v2.2 v2.2 Expansion This is an expansion to ILS v2.1. All credits, thanks, and features are carried over from ILS v2.1, in addition to the following: Additional Features:
Custom 9th perk, ZMP
Added fx
Put BO models in
Melee weapons are double pap-able (Fire Jitsu downgraded, first pap)
New section of map
Two buildables
First one, parts are shared between players
Second one, they are not
Buyable ending with three variations, 2 unique per player, and 1 affects all players (random)
3 EE's,
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points, secret room, and more points
Toggle-able EE Hud
Tweaks to weapons, perks, spawning, zones, and overall map
The car
Now travels to a couple other areas
Can't grab you and get stuck to it (99.9% sure)
Hurts you a little
Kills zombies
Turret system upgraded, does much more damage (manned turrets stronger too)