Sewer transportation system

broken avatar :(
Created 1438 days ago
by vinnyz500
0 Members and 1 Guest are viewing this topic.
4,711 views
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 1 January 2014
Last active: 367 days ago
Posts
397
Respect
Forum Rank
Perk Hacker
Primary Group
Member
My Contact & Social Links
More
Signature
×
vinnyz500's Groups
vinnyz500's Contact & Social Linkspsn_hackedlobbies4uXxMrPotatoxXvinnyz500
Does anyone know how treyarch did this? I need something similar to the player follows a path at a high speed they cant control and end up at another location. Thus allowing me to section my map into different sections far away...
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 12 September 2016
Last active: 217 days ago
Posts
306
Respect
Forum Rank
Perk Hacker
Primary Group
Member
My Contact & Social Links
More
×
reckfullies's Groups
reckfullies's Contact & Social LinksReckfulliesReckfullies
Does anyone know how treyarch did this? I need something similar to the player follows a path at a high speed they cant control and end up at another location. Thus allowing me to section my map into different sections far away...

Use script_origins to make a path then move the player to them I suppose, you can also disable their controls so they don't move.
broken avatar :(
×
broken avatar :(
Location: gb
Date Registered: 14 July 2015
Last active: 442 days ago
Posts
50
Respect
Forum Rank
Rotting Walker
Primary Group
Member
My Contact & Social Links
More
Personal Quote
Hi there!
Signature
JW
×
fear the melon's Contact & Social Linkssharpassasin147
Use script_origins to make a path then move the player to them I suppose, you can also disable their controls so they don't move.

could you explain this in depth please ?
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 12 September 2016
Last active: 217 days ago
Posts
306
Respect
Forum Rank
Perk Hacker
Primary Group
Member
My Contact & Social Links
More
×
reckfullies's Groups
reckfullies's Contact & Social LinksReckfulliesReckfullies
could you explain this in depth please ?

I don't exactly know how to do it since i've never had to try it but pretty sure you can just make a line using script_origins or script_structs and then make the player move to them. Moving the player would need to be script and you just place the script_origins or structs in radiant.
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 17 February 2014
Last active: 21 days ago
Posts
69
Respect
Forum Rank
Rotting Walker
Primary Group
Member
My Contact & Social Links
More
Personal Quote
What is broken can be reforged
Signature
Completed maps:
Kingdom Hearts - World at War Link
Minecraft - Black ops 3 Link

WIP:
~

×
shinged's Groups
shinged's Contact & Social LinksShingedvinny545TheShingedMatarra_
You could spawn a script model on the player origin, link the player to the script model, move the script model to the end of the sewer, then unlink/delete the script model. There is prob a better way to do this but i think that is what id do
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 12 September 2016
Last active: 217 days ago
Posts
306
Respect
Forum Rank
Perk Hacker
Primary Group
Member
My Contact & Social Links
More
×
reckfullies's Groups
reckfullies's Contact & Social LinksReckfulliesReckfullies
You could spawn a script model on the player origin, link the player to the script model, move the script model to the end of the sewer, then unlink/delete the script model. There is prob a better way to do this but i think that is what id do
Sounds like a better way to do it, Ive never tried either method so idk which way is better though.
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 17 February 2014
Last active: 21 days ago
Posts
69
Respect
Forum Rank
Rotting Walker
Primary Group
Member
My Contact & Social Links
More
Personal Quote
What is broken can be reforged
×
shinged's Groups
shinged's Contact & Social LinksShingedvinny545TheShingedMatarra_
Would you want something like this, unfortunately i have no idea how to make the zombies follow through it, but it can help you get to places.
broken avatar :(
×
broken avatar :(
The King of Zombies
Location: usLouisiana
Date Registered: 24 June 2013
Last active: 85 days ago
Posts
2,152
Respect
Forum Rank
King of the Zombies
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
Signature
Donate to me if you enjoy my work. [You are not allowed to view external links. Register or Login to see them]
×
Dust's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Dust's Contact & Social LinksMrZ0mbiesFanaticdust103194MrZ0mbiesFanatic
Would you want something like this, unfortunately i have no idea how to make the zombies follow through it, but it can help you get to places.
(Content removed from quote.)

You could just have the zombies die off as soon as the player(s) get to the other side. I believe that is what Treyarch did in Gorod Krovi.
broken avatar :(
×
broken avatar :(
Location: gb
Date Registered: 14 July 2015
Last active: 442 days ago
Posts
50
Respect
Forum Rank
Rotting Walker
Primary Group
Member
My Contact & Social Links
More
Personal Quote
Hi there!
×
fear the melon's Contact & Social Linkssharpassasin147
Would you want something like this, unfortunately i have no idea how to make the zombies follow through it, but it can help you get to places.
(Content removed from quote.)


how did you do it !
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 17 February 2014
Last active: 21 days ago
Posts
69
Respect
Forum Rank
Rotting Walker
Primary Group
Member
My Contact & Social Links
More
Personal Quote
What is broken can be reforged
×
shinged's Groups
shinged's Contact & Social LinksShingedvinny545TheShingedMatarra_

how did you do it !
function sewer_transport_1()
{
sewer_trig = GetEnt("sewer_trig_1", "targetname");
sewer_origin_start = GetEnt("sewer_origin_start", "targetname");
sewer_origin_one = GetEnt("sewer_origin_1", "targetname");
sewer_origin_two = GetEnt("sewer_origin_2", "targetname");
sewer_origin_three = GetEnt("sewer_origin_3", "targetname");
sewer_origin_four = GetEnt("sewer_origin_4", "targetname");
sewer_origin_five = GetEnt("sewer_origin_5", "targetname");
sewer_origin_end = GetEnt("sewer_ending", "targetname");
while(1)
{
sewer_trig SetHintString("Press and hold &&1 to go for a ride");
sewer_trig waittill("trigger", player);
player SetOrigin( sewer_origin_start.origin);
wait(0.01);
moveable = Spawn( "script_model", player.origin );
player PlayerLinkTo( moveable );
moveable MoveTo( sewer_origin_one.origin, 1, 0.5, 0 );
wait(1);
moveable MoveTo( sewer_origin_two.origin, 1, 0, 0.5);
wait(1);
moveable MoveTo( sewer_origin_three.origin, 1, 0.5, 0);
wait(1);
moveable MoveTo( sewer_origin_four.origin, 1, 0, 0);
wait(1);
moveable MoveTo( sewer_origin_five.origin, 1, 0, 0.5);
wait(1);
player Unlink();
moveable Delete();
wait(0.01);
player SetOrigin( sewer_origin_end.origin );
}
}

Well heres the script i quickly wrote for that, you can prob figure out how it works really easily from the script.
broken avatar :(
×
broken avatar :(
Location: gbMilton Keynes
Date Registered: 17 January 2014
Last active: 190 days ago
Posts
6,879
Respect
Forum Rank
Immortal
Primary Group
Community Scripter
My Groups
More
My Contact & Social Links
More
Signature
If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
×
Harry Bo21's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Community Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
Harry Bo21's Contact & Social Links[email protected]HarryBo21HarryBo000
Should use structs - ents count towards gspawn

In this case - this case being all you need is the origin of locations - structs would be perfect
broken avatar :(
×
broken avatar :(
Location: gb
Date Registered: 14 July 2015
Last active: 442 days ago
Posts
50
Respect
Forum Rank
Rotting Walker
Primary Group
Member
My Contact & Social Links
More
Personal Quote
Hi there!
×
fear the melon's Contact & Social Linkssharpassasin147
Should use structs - ents count towards gspawn

In this case - this case being all you need is the origin of locations - structs would be perfect

so would i just add the target names to script_scructs and put them in a line up in order of the code and then put the code in my map.gsc and add a thread at the top in the main function ?
broken avatar :(
×
broken avatar :(
Location: gbMilton Keynes
Date Registered: 17 January 2014
Last active: 190 days ago
Posts
6,879
Respect
Forum Rank
Immortal
Primary Group
Community Scripter
My Groups
More
My Contact & Social Links
More
×
Harry Bo21's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Community Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
Harry Bo21's Contact & Social Links[email protected]HarryBo21HarryBo000
Pretty much

That and change the references to "getent" as structs are not "ents"
broken avatar :(
×
broken avatar :(
Location: gb
Date Registered: 14 July 2015
Last active: 442 days ago
Posts
50
Respect
Forum Rank
Rotting Walker
Primary Group
Member
My Contact & Social Links
More
Personal Quote
Hi there!
×
fear the melon's Contact & Social Linkssharpassasin147
Pretty much

That and change the references to "getent" as structs are not "ents"


sorry im a noob and dont understand what you mean, what do i need to do with the getents ?

Double Post Merge: October 27, 2016, 10:09:35 pm
Would you want something like this, unfortunately i have no idea how to make the zombies follow through it, but it can help you get to places.
(Content removed from quote.)

can you show me the radiant view plz ?
Last Edit: October 27, 2016, 10:09:35 pm by fear the melon
broken avatar :(
×
broken avatar :(
The King of Zombies
Location: usLouisiana
Date Registered: 24 June 2013
Last active: 85 days ago
Posts
2,152
Respect
Forum Rank
King of the Zombies
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
×
Dust's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Dust's Contact & Social LinksMrZ0mbiesFanaticdust103194MrZ0mbiesFanatic

sorry im a noob and dont understand what you mean, what do i need to do with the getents ?

Double Post Merge: October 27, 2016, 10:09:35 pm
can you show me the radiant view plz ?

He means change all the GetEnts to
struct = struct::get("something", "targetname");
. Obviously change the "something" parameter, to match the targetnames that you are giving the structs, and change the struct variable to something different each time like struct1 =, struct2 = etc.

 

Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch
Loading ...