Page 4 of 5

Re: RACE-HellbenderRace_RustyBlood

Posted: Mon 10 Feb , 2014 8:58 pm
by iZumo
Atlas was not really made to be mixed with other vehicles honestly.

Re: RACE-HellbenderRace_RustyBlood

Posted: Tue 11 Feb , 2014 4:41 pm
by Earl_Vencar.:LLS:.
Update: https://www.mediafire.com/?facgd2vm50lshqu

I went through the new track in a TWB and decided to change the vehicles back. I had some doubts about the air control potential whilst descending the two long ramps, but it makes a nice challenge and increases the difficulty a bit. Couple of LVRs and a Raptor are also included per team

Other changes: a lift going down from objective 1 to produce continuity between the objectives; some more lifts approaching objective 3; forced respawn after objective 2 to stop bridge camping (I didn't think this was an issue per se, but it was mentioned); and, some more blocking volumes to protect the entrance lifts from spam. I've also protected the final objective by making the bridge sequence trigger control, so it's similar to a garage. I thought the idea would be novel.

Re: RACE-HellbenderRace_RustyBlood

Posted: Wed 19 Feb , 2014 7:13 pm
by Earl_Vencar.:LLS:.
Update (final unless something horrible comes up): https://www.mediafire.com/?facgd2vm50lshqu

Sorry about this update, but a few things came up that needed fixing. Altered the trigger collision for the final bridge mechanism, tidied up some of the decor a bit, deleted the more needless blocking volumes to help raptor navigation, and added a 'nitro needed' sign to a certain jump.

Re: RACE-HellbenderRace_RustyBlood

Posted: Thu 20 Feb , 2014 1:38 am
by bOnO
Have you added a practice round this time?

Re: RACE-HellbenderRace_RustyBlood

Posted: Thu 20 Feb , 2014 8:49 am
by Earl_Vencar.:LLS:.
Well I altered the actor causing this problem last time, but it made no difference whatsoever :(

Re: RACE-HellbenderRace_RustyBlood

Posted: Thu 20 Feb , 2014 11:00 am
by iRobot
Couldn't you just ham it and add a drawbridge from each base that lowers 20 sec into the game?

Pseudo-practice round, if you will.

Re: RACE-HellbenderRace_RustyBlood

Posted: Thu 20 Feb , 2014 12:09 pm
by Earl_Vencar.:LLS:.
I'm not too sure how to set that up. If it involves scripting I have no chance.

Re: RACE-HellbenderRace_RustyBlood

Posted: Thu 20 Feb , 2014 12:15 pm
by iRobot
Hah well I wouldn't know how either, was just throwing a potential fix idea up in the air :P

Re: RACE-HellbenderRace_RustyBlood

Posted: Thu 20 Feb , 2014 1:35 pm
by darkelf
What is this actor that is causing problems with practice time? Is it even needed?

Also to do the 20 second wait on a mover to lower or open. Just use a scripted trigger. Should be a function called ACTION_WaitforTimer set it to 20 seconds then add another sequence to the scripted trigger with ACTION_TriggerEvent and set the event to the name of the mover blocking players from doing track that u want to be lowered after x amount of time.

Reference: http://wiki.beyondunreal.com/Legacy:ScriptedTrigger

You can always look at other maps and see how they did it. Socio's Assault maps use lots of scripted triggers to do all the movers in his maps. However you can probably fix your problem by just removing whatever this actor is.. Its a really simple map.. what is this actor?

Re: RACE-HellbenderRace_RustyBlood

Posted: Thu 20 Feb , 2014 1:47 pm
by Earl_Vencar.:LLS:.
I'm going to delete the actor. It modifies the time. Anyway, there's a sodding BSP hole in the track that needs fixing as well :(