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Frostbite [WIP]

HOT
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Created 11 years ago
by JBird632
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RadihaX
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Yes, I already scripted it, but just forgot to put the triggers in to test.
Just did a new compile with the triggers added and it works.

I'd also like to ask everyone what they think of this idea.
Basically, I thought of an idea for the gondola to be able to move by three different things:
- player paying to ride the gondola
- player calling the gondola from the opposite station
- a random timer would allow the gondola to move on its own

So, basically you can use the gondola whenever you'd like for 750 and call it for free, but if you leave the gondola sitting too long it will move back to the other location. What do you think? Good idea, or should I just stick with the player being able to pay and call for it and leave out the timer.

Post Merge: July 25, 2014, 04:16:37 am
it kinda goes through stuff
Guess you didn't read...

Things to Add/Fix:
- door close sound
- gondola loop sound
- passing support beam sounds
- zombie pathing
- gondola clipping into support beams, the track and trees
Last Edit: July 25, 2014, 04:17:57 am by JBird632
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Just did a new compile with the triggers added and it works.

I'd also like to ask everyone what they think of this idea.
Basically, I thought of an idea for the gondola to be able to move by three different things:
- player paying to ride the gondola
- player calling the gondola from the opposite station
- a random timer would allow the gondola to move on its own

So, basically you can use the gondola whenever you'd like for 750 and call it for free, but if you leave the gondola sitting too long it will move back to the other location. What do you think? Good idea, or should I just stick with the player being able to pay and call for it and leave out the timer.
I reckon that that is great idea, it would work for both zombie players, the point whores or the free-spenders. In other words, leave it the way it is.
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Very nice! It would make it awesome if the gondola swayed slightly back and forth while moving like a real one.
saw an effect like that on a multiplayer map by cornrow wallace
edit: it was mp_ship youtube.com/watch?v=sjbM_v4XhwY
Last Edit: July 25, 2014, 04:54:55 am by JadenSzewczak
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it is simple, just pointless. to do it: you a) play an animation on the gondala (recommended if u do) b) use rotates
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it is simple, just pointless. to do it: you a) play an animation on the gondala (recommended if u do) b) use rotates
I thought about doing this, but just haven't got around to it yet. I would definitely go with the animation  way of doing it, which wouldn't be difficult at all. Anyways I'm glad you guys are liking the map so far, I have a lot of stuff planned for this.

On a side note, I scripted my own voiceover script which works much better than the current way of doing voiceovers, and it does not freeze the game if a sound/alias is missing. Speaking of voiceovers, I converted about 30 sounds per character for Frostbite (don't want the mod to become excessively large) and to confirm, the characters are the ones from Call of the Dead - using the actual models, viewarms and quotes.
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I thought about doing this, but just haven't got around to it yet. I would definitely go with the animation  way of doing it, which wouldn't be difficult at all. Anyways I'm glad you guys are liking the
map so far, I have a lot of stuff planned for this.

On a side note, I scripted my own voiceover script which works much better than the current way of doing voiceovers, and it does not freeze the game if a sound/alias is missing. Speaking of voiceovers, I converted about 30 sounds per character for Frostbite (don't want the mod to become excessively large) and to confirm, the characters are the ones from Call of the Dead - using the actual models, viewarms and quotes.
is there going to be a story behind why they are there?
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Possibly, but as of right now have am just working on the mapping and scripting of Frostbite. Easter eggs and story tend to be something I do last.
Last Edit: July 25, 2014, 05:17:04 am by JBird632
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On a side note, I scripted my own voiceover script which works much better than the current way of doing voiceovers, and it does not freeze the game if a sound/alias is missing.
Oh my god you need to share this please.
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Forgive me if you already mentioned something that counters this point, but I suggest making sure you can't give your friend a free ride by calling the gondola from the opposite side. There are only two good ways I see of preventing that: 1) Charge a smaller fee to return the gondola to your side (you could still give your friend a cheaper ride this way but at least its not free) or 2) Don't leave the doors to the gondola open, so that players cannot enter it without paying first. If you want to allow the free rides then by all means, just suggesting this in case it didnt occur to you already.
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Frostbite Update: New Pics









Lots of mapping and scripting about to happen this weekend, as I have a long weekend :)
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loving it, im so excited. cant wait to see whats new after the weekend :)
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Firestorm - Releasing June 2019 :troll: | http://ugx-mods.com/forum/index.php?topic=1439.0
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Those pics look top quality as per usual. Tremendously looking forward to the end of the weekend  :pffft:. This map's going to be epic!

Can't wait!
Last Edit: August 01, 2014, 12:48:26 pm by RonanMerriman
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From what you showed me last night JBird, this is potentially one of the most impressive looking maps ever to be created in this scene. Also, the weather enhancements, boss and features all sound exceptional.

I cannot wait to get my hands on this. :D
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Frostbite: Update
Here's an overview of the map, which also has some sections which I have not created yet ( 2 buildings on the left ).
This goes to show how large of a map this really is, as it might not have seemed as though in some of the videos I have posted. The map is actually larger than most the maps created by the community and I really didn't expect it to be.

Frostbite Overview:
Blue: Playable Buildings
Red: Map Features (Gondola, Ice slides, Traps) - keep in mind I have more traps in mind that I haven't implimented
White: Playable Area (Snow Areas)

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i hope it won't be easy to run trains with all those open outside areas. aside from that worry this thing looks amazing
Last Edit: August 04, 2014, 02:34:19 am by JadenSzewczak

 
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