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An idea for sp and mp of red eclipse

PostPosted: 08 Apr 2012, 00:52
by sh6sh9x
Hi to all, i played this game, and i find it very well done respect other opengames, thank you for your efforts you are great.
I made this video in order to show you how fun will be if the maps of this game will be created like this with enemies.
http://www.youtube.com/watch?v=JMb0EhM4aKA

Re: An idea for sp and mp of red eclipse

PostPosted: 08 Apr 2012, 11:04
by Ulukai
Yesterday I played an online vampire-resize-ballistic time-trial and well... we all had a blast on the server :) It's kinda like what you psted here, but with rocket launchers and other live players, trying to hinder each other while still trying to get the fastest time. We played 3 matches like this because it was such fun! I think the replay value of your mission styled video is lower than the online modes.

Re: An idea for sp and mp of red eclipse

PostPosted: 08 Apr 2012, 11:53
by sh6sh9x
I see that there is only one map like this called testchamber, do you know other maps like this, i love this game, is the best acrobatic game that i ever played, i try to play online but there are so few ppl, and they often choose boring maps.

Re: An idea for sp and mp of red eclipse

PostPosted: 08 Apr 2012, 12:24
by sh6sh9x
i found a new map, and it is great, it is called hinder

Re: An idea for sp and mp of red eclipse

PostPosted: 08 Apr 2012, 12:27
by Fallen
hmm.. I'm not sure but there's 3 default time-trial maps (or maybe I just downloaded it long time ago?). Look HERE - maybe you will find time-trial maps here.
Probably there's more not official maps on quadropolis.us

Btw. That what you are doin' is very smillar to that how campaing have to look like.

Re: An idea for sp and mp of red eclipse

PostPosted: 08 Apr 2012, 12:57
by sh6sh9x
THANK YOU, the maps are three: purge, hinder and test chamber, they are very enjoyable, i will try to download some maps from your link. The only regret in time-trial is the time, is there a way to change the duration of the game, to make it more longer?

Re: An idea for sp and mp of red eclipse

PostPosted: 08 Apr 2012, 13:12
by sh6sh9x
is it possible to create an elevator to put in the map like in sauerbraten with on/off switch ?

Re: An idea for sp and mp of red eclipse

PostPosted: 08 Apr 2012, 15:55
by inpersona64
Also Escape is a time trial map. A beautiful one as well I might add.

Re: An idea for sp and mp of red eclipse

PostPosted: 08 Apr 2012, 16:56
by sh6sh9x
I tried the escape advanced-1.0, and it is very well done, i like it. But is there the possibility to add elevator in RE or not?

Re: An idea for sp and mp of red eclipse

PostPosted: 08 Apr 2012, 20:13
by sh6sh9x
no one know how to create an elevator with trigger?
Another question it is possible to insert a music when a trigger is activated just like when you press E the door opens.

Another question how can be possible to add turret in time-trial, i add but when i play in deathmatch i see the turret but in time-trial the turret is not seen, why

thanks

Re: An idea for sp and mp of red eclipse

PostPosted: 08 Apr 2012, 20:37
by qreeves
sh6sh9x {l Wrote}:no one know how to create an elevator with trigger?

Elevators are not implemented yet.

sh6sh9x {l Wrote}:Another question it is possible to insert a music when a trigger is activated just like when you press E the door opens.

Set the trigger type to 'script' and use worldalias on_trigger_N = "music musicname" (where N is the trigger index).

sh6sh9x {l Wrote}:Another question how can be possible to add turret in time-trial, i add but when i play in deathmatch i see the turret but in time-trial the turret is not seen, why

You can't, time-trial is intended to be played as pure time-trial, not as a campaign.

Re: An idea for sp and mp of red eclipse

PostPosted: 08 Apr 2012, 21:29
by Goku
To see turrets/grunts in time trial start a onslaught time trial game. escape was made with "campaign" in mind, ill post a link when I find the right one.

Re: An idea for sp and mp of red eclipse

PostPosted: 08 Apr 2012, 21:47
by sh6sh9x
qreeves {l Wrote}:
sh6sh9x {l Wrote}:no one know how to create an elevator with trigger?

Elevators are not implemented yet.

sh6sh9x {l Wrote}:Another question it is possible to insert a music when a trigger is activated just like when you press E the door opens.

Set the trigger type to 'script' and use worldalias on_trigger_N = "music musicname" (where N is the trigger index).

sh6sh9x {l Wrote}:Another question how can be possible to add turret in time-trial, i add but when i play in deathmatch i see the turret but in time-trial the turret is not seen, why

You can't, time-trial is intended to be played as pure time-trial, not as a campaign.


Thank you

Re: An idea for sp and mp of red eclipse

PostPosted: 08 Apr 2012, 21:50
by sh6sh9x
Goku {l Wrote}:To see turrets/grunts in time trial start a onslaught time trial game. escape was made with "campaign" in mind, ill post a link when I find the right one.


I downloaded some maps included escape from this link http://dl.dropbox.com/u/7995627/remaps/index.html but unfortunately now it is offline :-(

Re: An idea for sp and mp of red eclipse

PostPosted: 09 Apr 2012, 03:24
by unixfreak
qreeves {l Wrote}:
sh6sh9x {l Wrote}:Another question it is possible to insert a music when a trigger is activated just like when you press E the door opens.

Set the trigger type to 'script' and use worldalias on_trigger_N = "music musicname" (where N is the trigger index).

Just been experimenting with this and a door trigger, while i've got the door working with a switch/toggle trigger, i tried to add this:
{l Code}: {l Select All Code}
worldalias on_trigger_86 = [ echo "^fz43!^f7ALERT^fz43! ^f4room ^f6A^f02 ^f4has been opened." ]


I changed the trigger from "action" to "script", although nothing seems to happen when pressing E. Any idea? Cheers.

Re: An idea for sp and mp of red eclipse

PostPosted: 09 Apr 2012, 05:04
by inpersona64
qreeves {l Wrote}:
sh6sh9x {l Wrote}:no one know how to create an elevator with trigger?

Elevators are not implemented yet.

Will they ever be implemented, or is Cube 2 incapable of producing it?

Re: An idea for sp and mp of red eclipse

PostPosted: 09 Apr 2012, 15:32
by TheLastProject
inpersona64 {l Wrote}:
qreeves {l Wrote}:
sh6sh9x {l Wrote}:no one know how to create an elevator with trigger?

Elevators are not implemented yet.

Will they ever be implemented, or is Cube 2 incapable of producing it?

CUBE2 surely is capable of that, as I've been on elevators in a CUBE2 campaign map before. I'm not sure how it was made though.

Re: An idea for sp and mp of red eclipse

PostPosted: 10 Apr 2012, 00:38
by qreeves
TheLastProject {l Wrote}:CUBE2 surely is capable of that, as I've been on elevators in a CUBE2 campaign map before. I'm not sure how it was made though.

They work OFFLINE in Sauerbraten, which is why I removed the code for it in Red Eclipse; we have a certain requirement for them to work online.

Re: An idea for sp and mp of red eclipse

PostPosted: 10 Apr 2012, 00:46
by qreeves
unixfreak {l Wrote}:
{l Code}: {l Select All Code}
worldalias on_trigger_86 = [ echo "^fz43!^f7ALERT^fz43! ^f4room ^f6A^f02 ^f4has been opened." ]

I changed the trigger from "action" to "script", although nothing seems to happen when pressing E. Any idea? Cheers.

You need to set the ID (the first attribute) of the trigger to the number you use in the on_trigger_N. Then while in edit mode type:
{l Code}: {l Select All Code}
/worldalias on_trigger_16 [ echo "^fz43!^f7ALERT^fz43! ^f4room ^f6A^f02 ^f4has been opened." ]

(You need to remove that '=')

Re: An idea for sp and mp of red eclipse

PostPosted: 10 Apr 2012, 01:00
by unixfreak
qreeves {l Wrote}:
unixfreak {l Wrote}:
{l Code}: {l Select All Code}
worldalias on_trigger_86 = [ echo "^fz43!^f7ALERT^fz43! ^f4room ^f6A^f02 ^f4has been opened." ]

I changed the trigger from "action" to "script", although nothing seems to happen when pressing E. Any idea? Cheers.

You need to set the ID (the first attribute) of the trigger to the number you use in the on_trigger_N. Then while in edit mode type:
{l Code}: {l Select All Code}
/worldalias on_trigger_16 [ echo "^fz43!^f7ALERT^fz43! ^f4room ^f6A^f02 ^f4has been opened." ]

(You need to remove that '=')


Awesome, got it working! I assumed the id had the same purpose as the actor entities for rotating gameplay :lol:.
Edit: thanks.

Re: An idea for sp and mp of red eclipse

PostPosted: 10 Apr 2012, 08:47
by qreeves
unixfreak {l Wrote}:I assumed the id had the same purpose as the actor entities for rotating gameplay :lol:.

Yeah, it does that too. Which is why I suggest you start after 16 (which is the maximum trigger ids).

Re: An idea for sp and mp of red eclipse

PostPosted: 10 Apr 2012, 17:10
by TheLastProject
qreeves {l Wrote}:
TheLastProject {l Wrote}:CUBE2 surely is capable of that, as I've been on elevators in a CUBE2 campaign map before. I'm not sure how it was made though.

They work OFFLINE in Sauerbraten, which is why I removed the code for it in Red Eclipse; we have a certain requirement for them to work online.

Ah, got it, thanks!

Re: An idea for sp and mp of red eclipse

PostPosted: 11 Apr 2012, 01:17
by cdxbow
wrt to elevators - we wanted to try to return the elevators because they feel much better in a mek game than pushers. So we tried using a mapmodel and a trigger, soon as the elevator moves, the physics is lost and the platform moves through the model. Put a trough under the platform you will see the model will fall through; ironically this behavoir works well for collapsing bridges and buildings.