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Super Mario 64 Peach's Castle [WIP]

HOT
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Created 9 years ago
by vinnyz500
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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 ;)
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either or

I can make it just do nothing if the other end is not open

Or i can have it so they dont work at all until you want them too. Your call

I could prob make it so if you go in a closed area, the area activates, and if you leave - deactivates - but i would need to look a few things up for that
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either or

I can make it just do nothing if the other end is not open

Or i can have it so they dont work at all until you want them too. Your call

I could prob make it so if you go in a closed area, the area activates, and if you leave - deactivates - but i would need to look a few things up for that
whatever is easiest for u man. Make it do nothing sounds perfect to me  :D
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ill cook something up, then you just let me know what changes you want made ;)
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 :nyan: Dude everything looks great but i would love it if there was an ending :nyan:
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sorry for the delay, been helping some other people via team viewer. Working on it now

Double Post Merge: February 03, 2015, 03:59:43 pm
Ok, heres just a basic version, DualVII ended up doing most of it though lol

open your mapname.gsc and add :

Code Snippet
Plaintext
maps\_mario_teleporters::init();

under

Code Snippet
Plaintext
maps\_zombiemode::main();

copy a gsc and rename it "_mario_teleporters.gsc" and delete the text inside it

Replace with this:

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

init()
{
thread painting_init();
}

painting_init()
{
paintings = getEntArray( "painting_trigger", "targetname" );
array_thread( paintings,::painting_watch );
}

painting_watch()
{
while(1)
{
self waittill( "trigger", player );
 
if(!isDefined(self.target))
{
iPrintLn("No structs targeted by this trigger");
continue;
}
 
teleport_target_struct = getStruct(self.target, "targetname" );
if(!isDefined(teleport_target_struct))
{
iPrintLn("No teleport struct found with targetname " + self.target);
continue;
}
player SetOrigin( teleport_target_struct.origin );
player SetPlayerAngles( teleport_target_struct.angles );
 
wait 1;
}
}

then in radiant, create a trigger over you paintings. Give the trigger KVPs:

targetname - painting_trigger (same for all)
script_noteworthy - "" (this should be the same for both the paintints. the one you teleport to and the one you teleport back to. so a 2 way teleporter. call it whatever you want just make sure those are the only two with the same  value)

Create a script Struct and place it where you want the player to teleport out, so on the floor, or you could put it in the air by the painting, which ever

rotate it in radiant to give it angles, the direction it faces is the direction the player will face after teleporting

deslect everything in radiant

select the trigger, then the struct near it and press W

do that for the other end trigger too

remember to tick the gsc in launcher and compile fully

voila, two way trigger, use different script_noteworthys for different 2 ways paining triggers


Credit to DualVII





This will not activate zones and stuff so ill need to update it, but for now itll do
Last Edit: February 03, 2015, 03:59:43 pm by Harry Bo21
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I like the half of you double so much that you must earn it, or the double!
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Remember If you are using the the teleporter script already in W@W please remove the annoying electric effects and sounds.
Then just add a simple 'mario jumping into a picture sound', with maybe a white screen with stars.
Last Edit: February 03, 2015, 04:00:54 pm by Cold_banana
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no fx in the above, instant teleport
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You should add some sounds while teleporting, like in the original Super Mario  :D

Oh, please make an easter egg where you will free Mario after fight a Bowser-like zombie  :rainbow:

Awesome maps by the way!
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no fx in the above, instant teleport
Awesome! I'll add this tonight when i get on... So who should I properly credit for this? DualVII and you? Thanks a ton!
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Just credit Dual, he literally ended up writing it all coz i got a little confused ;)
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Just credit Dual, he literally ended up writing it all coz i got a little confused ;)
Added the script, Works flawless! Im sure it will add a bunch of diversity to the gameplay as u can pop around the map but it might just screw u over. While im making a post, may as well say im 90% done with the pathnodes and will have them done tonight (So far all has been tested and work perfect) and then i have to add zones and zombies and i will have a completed map. I will just have to add features  ;)

on another note anyone know how to make a sound play when you touch a trigger (want to add the sound it makes when u jump into a painting)
EDIT: pathnodes done :D

Side note: does DualVII realize he basically made the trash chute in advanced warfare exo zombies? Same concept, buy something (for me its jump into something) and it teleports (i made a thing for the hardest level in the game (in my opinion) it is a trash chute i am compiling and will see how the zombies react to me teleporting twice ill update after
Last Edit: February 08, 2015, 07:37:06 am by vinnyz500
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currently you can teleport into closed areas, so it defo will bug out

Ill extend the script when i get a chance, so it can activate and deactivate zones, and kill anyzombies in a closed of area with no players in it - then make them respawn near a player
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currently you can teleport into closed areas, so it defo will bug out

Ill extend the script when i get a chance, so it can activate and deactivate zones, and kill anyzombies in a closed of area with no players in it - then make them respawn near a player
I currently just placed all the tele points down in open areas but a system so I can put them anywhere safely would prob be better for a bit more diversity. And thanks, it's defiantly a great feature
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I just had a great idea for a little easter egg. I just recently acquired some models pertaining to mario (coins, stars, blocks, powerups etc) and i was wondering if this is possible.

You make the zombies run to a certain struct while you teleport off into a different area. It is set mapped exactly like a mario level (the classic one) with the blocks and characters etc. and u only have a 1 block length to stand on. You have to collect all the coins and make it to the flag within a certain amount of time avoiding enemies and collecting coins. You get coins from blocks from shooting them (unless i can use trigger_multiple but increase player jump height, which would be cool) to collect the coins. If you succeed, you get x amount of points or maybe a random perk or something. Obviously, it would be hard to get to (prob last room possible or outside behind a hidden door or something or maybe shoot hidden koopas or goombas to activate it) sounds like a lot but the idea hit me if anyone is interested :P or if someone makes me an easter egg it can be the last step to complete the level (just finish it) and you get all the perks (if this is the case, ill add a perk limit). if someone actually tries to tackle this (if u do i will be impressed) then let me know so i can map it :P

ON ANOTHER NOTE: Is it possible to make a powerup drop that looks like a fire flower and you collect it and it plays flamethrower FX in front of you and burns zombies for a decent distance? thought it would be a cool idea
Last Edit: February 11, 2015, 07:15:39 pm by vinnyz500
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good news! All the zombies are added and the map is in a playable state. I need to optimize riser placing and some certain areas so the map flows overall better. All I need are features, which I will start adding from the scripting section but if anyone has any more custom scripts for me just PM me. Plus, I'm going to start a beta for a few people for that matter. I just got to seed out the glitches and such, and make sure it's a great map. I'll start that in a week or so. Good luck  :D

EDIT: Fixed my bad so used to ZM  haha
Last Edit: February 24, 2015, 08:30:54 pm by vinnyz500

 
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