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Messages - Psych

I could make some green fog effects for you if you want.

I would actually like that lol. Do you need dimensions or anything for a scale?
12 years ago
MORE COMING IN A FEW DAYS!!!!!!
 :D  ;D  :nyan:   8)


UPDATES


    some lighting and detail fixed thanks to some recently discovered tutorials!
    2 NEW rooms
    JAP teleporters (prefab made if anyone wants it lol)




    NEW SCREENSHOTS!!!

    2 new rooms and moddified mainframe room








    [/list]
    12 years ago
    hey I have a whole lot of questions I need answers to:

    1. How do I bend cylinders to create electrical wires and other things?

    2. How can I make cuts to primitives? in my case cylinders.

    3. I need help with my lighting because imo it looks like shit. can someone link me to a decent tutorial?

    4. how can I fix the wierd light lining that I find coming underneath my walls from the rooms adjacent?

    5. where can I find the texture that makes up those cool looking wires that I always see running from teleporters to the mainframe. I can add a pic if no one has any idea what I am talking about lol...
    Help please? 
    12 years ago
    I fixed this problem but when you do all of the gunsounds dont work :/

    here is the link:

    http://www.customcod.com/community/index.php?topic=10807.0
    12 years ago
    Lol I have the prefab for that one fire escape. Awesome looking map btw
    12 years ago
    Ok thanks! compiling to test it out now. I will tell you how it goes!  :D
    12 years ago
    Hey I posted this same question on zombiemodding but after a week or so no one has replied so I decided to take my business here. I recently found a very helpful tutorial on how to add kino style teleporters but the script only supports the use of one teleporter. I have 3 teleporters in my map so I want them all to have the kino style effect. can someone at least look at the script and tell me wether or not this can be done. I tried reading the script and figuring this out myself but I am no expert.

    here is the script:

    Code Snippet
    Plaintext
    #include common_scripts\utility; 
    #include maps\_utility;
    #include maps\_zombiemode_utility;

    init()
    {
    thread level_players();
    addItems();
    thread handleTriggers(level.kts["teleporter_trigger"], level.kts["mainframe_trigger"]);
    flag_wait("electricity_on");
    thread teleport_room_fx();
    thread main();
    }
    addItems()
    {
    // Create Kino Teleporting System array
    level.kts = [];
    // Set variables needed for the teleporting system (using the setVar function)

    // DO NOT EDIT THESE
    setVar("teleporter_trigger", getEnt("kino_teleporter_trigger","targetname"));
    setVar("mainframe_trigger", getEnt("kino_mainframe_trigger","targetname"));
    setVar("teleporter_fxspot", getEnt("kino_teleporter_fxspot","targetname"));
    setVar("mainframe_fxspot", getEnt("kino_mainframe_fxspot","targetname"));
    setVar("zombie_goto", getEnt("kino_teleporter_zombiegoto","targetname"));
    setVar("mainframe_spawn", getEntArray("kino_mainframe_spawn","targetname"));
    setVar("pap_room_spawn", getEntArray("kino_paproom_spawn","targetname"));
    setVar("transfer_room_structs", getEntArray("kino_image_room","targetname"));
    setVar("teleporter_status", 0);
    level.paping = false;
    level.disable_pap = true;
    level.kts["zombie_goto"] create_zombie_point_of_interest( 1536, 96, 10000, true );
    level.kts["zombie_goto"].attract_to_origin = false;

    // You CAN edit these
    setVar("teleporter_cooldown_time", 60); // After a teleport, this is how long a wait until you can use it again
    setVar("teleport_lag", 2); // When you go to teleport, this is how long it will wait until it actually teleports
    setVar("pap_room_time", 50); // This is how long you are in the pack-a-punch room
    setVar("wait_for_pap", true); // If false, you can be teleported out of the room even if there is a gun in the slot of the pap machine
    setVar("teleport_cost", 115); // This is the amount of money it costs to teleport

    // You MUST change these to be correct
    setVar("room_is_pap", false); // If the room you go to when teleporting does NOT have the pack-a-punch in it, set this to false

    if(!level.kts["room_is_pap"])
    level.disable_pap = false;
    }
    level_players()
    {
    while(1)
    {
    level.players = get_players();
    wait 0.5;
    }
    }
    teleport_room_fx()
    {
    //points = level.kts["transfer_room_structs"];
    points = getEntArray("kino_image_room","targetname");
    for(i=0;i<points.size;i++)
    {
    points[i].struct = Spawn( "script_model", points[i].origin );
    points[i].struct SetModel( "tag_origin_animate" );
    points[i].struct.angles = points[i].angles;
    PlayFxOnTag( level._effect["zombie_flashback_american"], points[i].struct, "tag_origin" );
    }
    }
    main()
    {
    while(1)
    {
    setVar("teleporter_status", 1);
    level.kts["teleporter_trigger"] waittill("trigger");
    setVar("teleporter_status", 2);
    level.kts["mainframe_trigger"] waittill("trigger");
    setVar("teleporter_status", 3);
    while(1)
    {
    level.kts["teleporter_trigger"] waittill("trigger", who);
    if(level.kts["teleport_cost"] == 0)
    break;

    if(who.score < level.kts["teleport_cost"])
    {
    who playsound("deny");
    continue;
    }
    who playsound("purchase");
    who maps\_zombiemode_score::minus_to_player_score( level.kts["teleport_cost"] );
    break;
    }
    setVar("teleporter_status", 4);
    level.kts["teleporter_trigger"] do_teleport();
    setVar("teleporter_status", 5);
    wait level.kts["teleporter_cooldown_time"];
    }
    }
    do_teleport()
    {
    // start fps fx
    self thread teleport_pad_player_fx();

    // Activate the TP zombie kill effect
    self thread teleport_nuke( 20, 300, false); // Max 20 zombies and range 300

    // 3rd Person Beam
    level.kts["teleporter_fxspot"] thread pad_explosion();

    // Teleport the players
    self teleport_players();
    }
    teleport_players()
    {
    //thread do_mainframe_explode();
    wait level.kts["teleport_lag"];
    self notify( "fx_done" );
    players_in = [];
    attract = false;
    for ( i = 0; i <level.players.size; i++ )
    {
    if( self player_is_near_pad( level.players[i] ) )
    {
    players_in[players_in.size] = level.players[i];
    level.players[i] SetTransported( 2 );
    level.players[i] SetStance( "stand" );
    level.players[i] disableOffhandWeapons();
    level.players[i] disableweapons();
    image_room = getent( "teleport_room_" + i, "script_noteworthy" );
    level.players[i].teleport_origin = spawn( "script_origin", level.players[i].origin );
    level.players[i].teleport_origin.angles = level.players[i].angles;
    level.players[i] linkto( level.players[i].teleport_origin );
    level.players[i].teleport_origin.origin = image_room.origin + (0,70,-60); // 0, -70, -60
    level.players[i].teleport_origin.angles = image_room.angles + (0,180,0);
    setClientSysState("levelNotify", "t2d", level.players[i]);
    level.players[i] FreezeControls( true );
    wait_network_frame();
    }
    }
    if(players_in.size == level.players.size)
    {
    attract = true;
    level.kts["zombie_goto"].attract_to_origin = true;
    }
    wait 2;
    for ( i = 0; i <players_in.size; i++ )
    {
    players_in[i].teleport_origin delete();
    players_in[i].teleport_origin = undefined;
    players_in[i] SetTransported( 0 );
    players_in[i] FreezeControls( false );
    players_in[i] enableOffhandWeapons();
    players_in[i] enableweapons();
    players_in[i] setOrigin(level.kts["pap_room_spawn"][i].origin);
    }
    if(level.kts["room_is_pap"])
    level.disable_pap = false;
    wait(level.kts["pap_room_time"] - 2);
    if(level.kts["room_is_pap"] && level.kts["wait_for_pap"])
    while(level.paping)
    {
    wait 0.5;
    }
    for ( i = 0; i <players_in.size; i++ )
    players_in[i] SetTransported( 2 );
    if(level.kts["room_is_pap"])
    level.disable_pap = true;
    level.kts["mainframe_fxspot"] thread do_mainframe_explode();
    wait 2;
    for ( i = 0; i <players_in.size; i++ )
    {
    players_in[i] SetTransported( 2 );
    players_in[i] SetStance( "stand" );
    players_in[i] disableOffhandWeapons();
    players_in[i] disableweapons();
    image_room = getent( "teleport_room_" + i, "script_noteworthy" );
    players_in[i].teleport_origin = spawn( "script_origin", players_in[i].origin );
    players_in[i].teleport_origin.angles = players_in[i].angles;
    players_in[i] linkto( players_in[i].teleport_origin );
    players_in[i].teleport_origin.origin = image_room.origin + (0,70,-60);
    players_in[i].teleport_origin.angles = image_room.angles + (0,180,0);
    players_in[i] FreezeControls( true );
    setClientSysState("levelNotify", "t2d", players_in[i]);
    wait_network_frame();
    }
    wait 2;
    for ( i = 0; i <players_in.size; i++ )
    {
    players_in[i].teleport_origin delete();
    players_in[i].teleport_origin = undefined;
    players_in[i] SetTransported( 0 );
    players_in[i] FreezeControls( false );
    players_in[i] enableOffhandWeapons();
    players_in[i] enableweapons();
    players_in[i] setOrigin(level.kts["mainframe_spawn"][i].origin);
    }
    if(attract)
    {
    level.kts["zombie_goto"].attract_to_origin = false;
    }
    }
    handleTriggers(self1, self2)
    {
    self1 SetCursorHint( "HINT_NOICON" );
    self2 SetCursorHint( "HINT_NOICON" );
    while(1)
    {
    hint1 = "";
    hint2 = "";
    switch(level.kts["teleporter_status"])
    {
    case 0: // Need power
    hint1 = "You need to activate the power before using the teleporter";
    hint2 = "You need to activate the power before using the teleporter";
    break;
    case 1: // Startup
    hint1 = "Press &&1 to initiate link to mainframe";
    hint2 = "Waiting for initial link to mainframe";
    break;
    case 2: // Waiting for link
    hint1 = " ";
    hint2 = "Press &&1 to link pad to mainframe";
    break;
    case 3: // Linked
    if(level.kts["teleport_cost"] == 0)
    hint1 = "Press &&1 to teleport";
    else
    hint1 = "Press &&1 to teleport [Cost: " + level.kts["teleport_cost"] + "]";
    hint2 = " ";
    break;
    case 4: // Teleporting
    hint1 = "Teleporting in progress";
    hint2 = "Teleporting in progress";
    break;
    case 5: // Cooling down
    hint1 = "The teleporter is cooling down";
    hint2 = "The teleporter is cooling down";
    break;
    default: // Failsafe
    hint1 = " ";
    hint2 = " ";
    break;
    }
    self1 setHintString(hint1);
    self2 setHintString(hint2);
    wait 0.5;
    }
    }
    setVar(var, value)
    {
    // Sets the value on the array
    level.kts[var] = value;
    }
    teleport_pad_player_fx()
    {
    self endon( "fx_done" );

    while ( 1 )
    {
    players = getplayers();
    for ( i = 0; i < players.size; i++ )
    {
    if ( isdefined( players[i] ) )
    {
    if ( self player_is_near_pad( players[i] ) )
    {
    players[i] SetTransported( 2 );
    }
    else
    {
    players[i] SetTransported( 0 );
    }
    }
    }
    wait ( .05 );
    }
    }
    player_is_near_pad( player )
    {
    radius = 88;
    scale_factor = 2;

    dist = Distance2D( player.origin, self.origin );
    dist_touching = radius * scale_factor;

    if ( dist < dist_touching )
    {
    return true;
    }

    return false;
    }
    teleport_nuke( max_zombies, range, end_after_one )
    {
    self endon( "fx_done" );
    if(!isDefined(end_after_one))
    end_after_one = false;
    while(1)
    {
    zombies = getaispeciesarray("axis");

    zombies = get_array_of_closest( self.origin, zombies, undefined, max_zombies, range );

    for (i = 0; i < zombies.size; i++)
    {
    wait (randomfloatrange(0.2, 0.3));
    if( !IsDefined( zombies[i] ) )
    {
    continue;
    }

    if( is_magic_bullet_shield_enabled( zombies[i] ) )
    {
    continue;
    }

    if( !( zombies[i] enemy_is_dog() ) )
    {
    zombies[i] maps\_zombiemode_spawner::zombie_head_gib();
    }

    zombies[i] dodamage( 10000, zombies[i].origin );
    playsoundatposition( "nuked", zombies[i].origin );
    }
    if(end_after_one)
    return;
    wait 0.01;
    }
    }
    pad_explosion()
    {
    self thread pad_explosion_sound();
    playfx(level._effect["transporter_pad_start"], self.origin);
    wait level.kts["teleport_lag"];
    playfx(level._effect["transporter_beam"], self.origin);
    }
    pad_explosion_sound()
    {
    count = 0;
    while(1)
    {
    count ++;
    if(count == 5)
    return;
    sound = "top_spark" + count + "_warmup";
    playsoundatposition(sound, self.origin);
    wait 0.1;
    if(count == 4)
    return;
    }
    }
    do_mainframe_explode()
    {
    playfx(level._effect["zombie_mainframe_beam_start"], self.origin);
    wait 4;
    earthquake(0.3, 2, self.origin, 1024);
    playfx(level._effect["zombie_mainframe_beam"], self.origin);
    self thread teleport_nuke( 20, 300, true);
    }
    12 years ago
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