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> Winchester Pub, Still early, but making progress..
Hobo Ninja
Posted: January 30, 2005 12:22 am
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HLVIS is all the lighting and crap...dude its not frozen...it does the same thing for me...vis takes forever to compile...on my medevil map which doesnt have much lighting and stuff takes like an hour to compile....what are your specs? Just leave it for a couple hours.....if you are just testing stuff that doesnt need lighting then dont use vis and the whole level will be lit up so you can just test shit
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Nikku
Posted: January 30, 2005 12:31 am
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Dude Awesome map but, there are more windows in SOTD, and that place looks huge!!!!

dont forget the basement!!!!!!!

Oh yeah is there some way that u can make it so that all the doors open in like 20 minutes of the map, so its kinda like threy broke down the doors


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Hobo Ninja
Posted: January 30, 2005 12:45 am
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Not 20 mins...most places only run maps for 14 mins...

It should go like this for the Missions

Flip the breaker switches and turn on the power

*Lights turn on and queen mp3 with like 10 seconds of silence at the begining is turned on Fred mission triggered*

Kill Fred (Like the bar owner smile.gif)

*as you are fighting fred the queen starts playing because the 10 second delay*

*then like the zombies start breaking in 1 or 2 minutes after*

Defended the place for 2-3 minutes

Move to this area (Behind the bar)

Break open the lock on the cellar door (like have it have 5000-10000 hp)

move to this area (cellar/basement)

Defend for 1 minute

Escape through the lift
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Shoot_me
Posted: January 30, 2005 01:31 am
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HLVIS does visibility checking before HLRAD uses the data that HLVIS compiled to do all the lighting. HLVIS also keeps you from seeing your entire map while in-game by letting HL know what you can and cant see from a given position. If you want speed things up, run it with the fast command line argument, just dont use this setting for the final compile (HLRAD will only do direct lighting if you dont do a complete VIS).


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Zuwahmbi
Posted: January 30, 2005 02:24 am
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For us to unwiiind...

This post has been edited by Zuwahmbi on February 21, 2005 03:49 pm
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Mac
Posted: January 30, 2005 03:57 am
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Cool, the map is looking good. As for the missions, I think thats a good way to play the map out .. unless you have something differant in mind.

Its too bad you couldn't make a replica of the pub though, it would've been fun to navigate. And the winchester spawn could be at the top of the sign, and there would only be one or something ^^;


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Nikku
Posted: January 30, 2005 08:09 am
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how about u sapwn in that yard, and u have to make it into the winchester also, nah it would be to hard, but it would be cool


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Zuwahmbi
Posted: January 30, 2005 06:24 pm
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The more I see the more I do.

This post has been edited by Zuwahmbi on February 21, 2005 03:49 pm
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Nikku
Posted: January 30, 2005 06:49 pm
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how about u have to get the keys to the celler door in the bathroom?


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Shoot_me
Posted: January 30, 2005 10:07 pm
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Hmm.. you could use the cycler (righ object?) to place a bunch of zombie models all over the outside of the pub (or maybe find a way to have them walk about without attacking) and as soon as the players reach the pub doors have the real zombies spawn in and start attacking before the window leading into the pub breaks. tongue.gif


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Zuwahmbi
Posted: January 30, 2005 11:08 pm
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Something like a phenomenon (baby)..

This post has been edited by Zuwahmbi on February 21, 2005 03:50 pm
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Shoot_me
Posted: January 31, 2005 12:40 am
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Yeah, just make it a toggled door and make sure it has a targetname. This should work for both the regular and rotating doors.

In the .tsk file, you can trigger events at the beginning or ending of the mission.
CODE
ent name |  trigger on activate  | trigger on completion

or fred music_start something_trigger_at_end



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Zuwahmbi
Posted: February 01, 2005 02:49 am
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Tellin your body to come along..

This post has been edited by Zuwahmbi on February 21, 2005 03:50 pm
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w00t
Posted: February 01, 2005 03:57 am
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lookin good


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(4THIDUSA) SSG H.
Posted: February 01, 2005 03:12 pm
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Zuwahmbi

maps fixed, check your email


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