sounds like you're missing your lightgrid covering your map, for the wispy fog like in nacht you can follow any fx tutorial and place a thick fog fx in wanted areas.
I've gotten my Sun working, but primary omi/spot lights still won't cast onto the brushes.
But I do have the light grid covering my map, I've made sure of it several times.
Thank you, I've copied the settings for the Dog spawn on that church level over, and they're working now.what does your zone code look like in your mapname.gsc?
Lately though, I've set up zones in my map, linked to spawners, but none of the zombie/dog spawns will work outside of the start area will activate. Near as I can tell, I've set them all up the same, save for the name, and the zombie/dog spawner names, but the other areas won't work.
I was just using this tutorial here:look here: http://www.zombiemodding.com/index.php?topic=982.0
http://wiki.modsrepository.com/index.php/Call_of_Duty_5:_Zombie_Map_Tutorial:_Der_Riese#Zone_Management
it doesn't seem say anything about a .gsc
Thank you so much, that tutorial worked great.
Um, are there any general tips that anyone can give me for placing pathnodes? The way that I have them placed, I get all blue lines, but the zombies can seem to figure their way up the stairs, or around a corner in a hall.
Thanks for being so patient with me.
I've gone through and looked over everything, double checked the zone names and the door triggers, I even went through and renamed the doors, just in case. Should I be seeing a line from the door to the zone in radiant?
Is there any real disadvantage to linking the zombie spawners to the door instead of the zone? And just have the zone deal with the Dog Spawns?There's nothing really wrong with that but if you do it that way then the zombie spawns aren't being watched so every spawner will always be active, usually causing most of the zombies to be coming from one direction and take a while to get to you. but if you use zones only the spawners in your zone and zones near you are active and only those spawners will be active, keeping up the pace in your map. Usually this is only used for Prototype style maps because they don't have zones.
As in having the line go from the door to the spawners, rather than from the info_volume? That was the way I was doing it before I had the zones set up, and it seemed to be working fine, but you guys have more experience with this than I do.
Also, the Browning 1919 doesn't have a firing sound.
Very cool, thank you for that.
Though, I still can't seem to fix the problem with my fog. Is there a setting for it somewhere other than in my map.gsc?
Thanks Phil,Electric Trap tutorial is included with sniperbolts tutorial scripts, and power lights tutorial can be found on the first page of the custom scripts section on Zombiemodding.com
I had been through most all of my level name stuff looking for it.
Can some one point me toward a tutorial on how to build the electric traps, and lights that come on with the power? Every time I think I find one, the section is blank.
Thanks
Thanks, I had to try a few different times, but I've gotten the trap to work; I later removed it after a few plays and it felt like it made the level too easy. And I was a little disappointed that there are only two lights that work with the power, neither of which I wanted.then edit/create your own script for it to work with other light models of your liking.
I'm just playing around with the pack a punch now, and trying to make the map fun and interesting.
Thanks again everyone for being so patient with me.