MH-CowTower

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BIOMECH
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Re: MH-CowDungeon (renaming likely)

Post by BIOMECH » Sun Oct 03, 2010 3:10 pm

I can see fine on 3-quarters brightness, and I bet most people play UT on full sooo..Not changing the lighting.

For the rest, I just have good imagination and some hellfy advice on how to get rocks / vehicles / waterzones etc.
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Blood Asp
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Re: MH-CowDungeon (renaming likely)

Post by Blood Asp » Sun Oct 03, 2010 3:12 pm

well just as long as u dont listen to hellfire on teleports or movers hehe :p im sure u remember the msn discussion me and hellfire had where i was trying to explain him how to build and he never really got it that well xD

Anyway, if theres anything i can help with or u just generally wanna know something feel free 2 ask.
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Re: MH-CowDungeon (renaming likely)

Post by BIOMECH » Sun Oct 03, 2010 3:17 pm

Well, he told me how to create and texture a mover brush then I figured out the rest. Swinging doors and evac vehicles!

I don't do teleports...That's next map! :wink:
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Re: MH-CowDungeon (renaming likely)

Post by Blood Asp » Sun Oct 03, 2010 3:19 pm

First learn teleporters :p
Then i'll teach ya Vortex' :p
hehe
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Re: MH-CowDungeon (renaming likely)

Post by Prowner » Mon Oct 04, 2010 7:19 pm

If EA is visiting for this "easter egg" moment, I would love to ask him to HELP ME!!!
My "MH-Highway Chase" map is doing great except for my wave issues.
Here's the issue:

I have 10 waves in total and then I'm going to make a helicopter part after the truck part with 5 waves of MADNESS!!! :twisted: Anyways, the monsters and movers from Wave 1 work out fine with the dispatcher, but Wave 2 is where the problem starts... The monsters from Wave 2 AND Wave 4 appear during Wave 2 so there are LOTS of monsters! Then once you kill the monsters from Wave 2 (Wave 4 doesn't do anything right here) it goes strait to Wave 3, and Wave 3 works as it should. Now Wave 4, the next issue... It skips it completely... Yeah. Because it already registered the counter and the creature factory so the action script knows it's already finished, and then it goes to Wave 5 which I will only start to work on when the damn thing will work as it should.
My theory:

Wave 2 and Wave 4 use the same pair of movers (the hover cars) using 2 seperate dispatchers. I'm thinking that the "Wave 4" dispatcher reads what the "Wave 2" dispatcher does when it triggers the movers. So since the dispatcher from Wave 4 has the same mover set up and then spawns monsters right after, I think after the Wave 2 cars pull up, the "Wave 4" dispatcher thinks it's the mover from Wave 4 so it goes ahead and spawns the Wave 4 monsters.
It's kinda hard to explain, please test out my map and you will probably see the problem. Anyone else who knows a thing or two, please check it out as well because I need this fixed! I want to submit my first map already!!! :x
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Blood Asp
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Re: MH-CowDungeon (renaming likely)

Post by Blood Asp » Mon Oct 04, 2010 9:16 pm

Sure m8 i will take a look and try to locate problem, its probably just something silly like u named a spawn/monsterfactory wrong and its coming in on the wrong wave or something. I'll download make a fix if possible and send back to ya.
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Re: MH-CowDungeon (renaming likely)

Post by Blood Asp » Mon Oct 04, 2010 9:22 pm

Ok i have located the problem, its the way u use your "Counters" a counter will ALWAYS trigger its "Event" TWICE... When its ACTIVATED and when the countdown is FINISHED, this is why ur getting different wave monsters coming on the wrong waves, this is something i will leave you to sort out as it requires fiddling with alot of things in the map, therefore you should do it yourself as if i do it, it could confuse you in your map furthermore.

Thanks
EA
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Re: MH-CowDungeon (renaming likely)

Post by Prowner » Mon Oct 04, 2010 9:50 pm

Let's see if I can interpret what you said on the actual thing, because it confused me a little bit, but I might be able to understand it.
So, do you think you can tell me what I did wrong more specifically rather than telling me a little bit about counters? I'm sorry I'm asking you to do that, I'm still not really good at mapping, I'm only pretty good. :)
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Blood Asp
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Re: MH-CowDungeon (renaming likely)

Post by Blood Asp » Mon Oct 04, 2010 9:59 pm

let me try to describe it in a sorta flowchat method

Red = Counter
Yellow = Monster Factory
Blue = Dispatcher

What you are currently doing:

Begin counter tagged as Monsters1
Activated Via Dispatcher, Trigger current Event and begin countdown
Triggered due to countdown start
Countdown complete Trigger event Monsters1 again
Activated due to countdown finish

Hopefully this helps a bit
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Blood Asp
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Re: MH-CowDungeon (renaming likely)

Post by Blood Asp » Mon Oct 04, 2010 10:02 pm

for a bit of extra help take a look at the map MH-Spawnkill
Its similar in design to what u want to do with monster waves, if you dont have it, its in quite a few MH Servers, and im sure theres download about for it, if not im sure someone here will have the map.

But yeah that map would help you greatly i think.
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BIOMECH
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Re: MH-CowDungeon (renaming likely)

Post by BIOMECH » Fri Oct 08, 2010 10:06 am

As the thread is 2 pages long, I should probably have some screenshots on this as well.
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