[Map] DM-Geometry

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Nelsoncarmo26
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Nope... still got nothing.
i activated the mutator.

I typed in the mover's properties:

Events>Event>InvWave2
Object>Initial state = TriggerControl
bTriggerOnceOnly = True

...and got nothing.
I'm gonna do it your way Ant, and place:
Object>InitialState = TriggerToggle
StayOpenTime = 999999999999999

If that still doesn't work, then i don't know what else to do then.

EDIT:
You know, i just realised that InvWave#, goes on the mover's tag, not events... lol.
It works.

I'll just finalize the map, and then upload it.
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Nelsoncarmo26
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DW_Apok@lypse
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If you want that the movers work you must use KeyStepMovers.

Open the map 8-Moves and then open your map again.
Then choose your staic mesh and Right Button on Movers.
Press on KeyStepMovers.

You will get a mover.
Then type on Tag for example invwave3.

That´s it :ssmile: .


To check if it is working, type in console: causeevent invwave3

Apo :sbigsmile:
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DW_Ant
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Standard movers work just fine.

Key step movers are needed when you want a mover to move to the next keyframe every time it's triggered.

Nelson's movers are basic. Once it's triggered, it'll move. They seem to work fine, assuming there aren't any other movers than the movers blocking the floating box.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

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Nelsoncarmo26
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Nope, all movers are set to go into a different place.
i only placed one more mover set for wave 5 too, on the battle station, but it does exactelly the same.
None of them interefere with eachother, so it should be fine.
They were when I tested the map anyway.

I also made a couple of minor changes, like for instance, you could see the invisibility of the weapons locker and teleporter base throught the glass, so I placed a platform underneath.
Nothing major.
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DW_Ant
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  • Checkered Boxes are still not aligned. Make sure the Drag Grid Toggle button is on to align actors easily.
  • The blue cube in outer space that blocks the teleporter needs to be set further away in Key 0. After wave 5, the box does move, but it's still visible.
  • The Mario adren is too fast. Either raise the StayOpenTime value, or change the mover's state to StandOpenTimed.
[/color]
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

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{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Nelsoncarmo26
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Posts: 395
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Ok Ant,
I can't do what you asked... about aligning the cubes perfectly.
Can't do it.
i have tried for days using the technique you showed me, but the cubes wont align perfectly.
I resized them over and over again, moved left, moved right, moved in any other direction possible, but they would allways go over the line, either from one side or the other.
So I just removed the maze, as it was sugested by another player, and I don't see the real purpose of it being there anyway.

If you have any sugestions in what to do there, if you really want the maze, we will have to figure something else out, because the cubes aren't working out.

So, everything else is done, and hope it's finally ready for the server.
http://www.filefront.com/17279096/DM-GeometryV4D.zip
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DW_Ant
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Nelsoncarmo26 wrote:Ok Ant,
I can't do what you asked... about aligning the cubes perfectly.
Can't do it.
i have tried for days using the technique you showed me, but the cubes wont align perfectly.
I resized them over and over again, moved left, moved right, moved in any other direction possible, but they would allways go over the line, either from one side or the other.
So I just removed the maze, as it was sugested by another player, and I don't see the real purpose of it being there anyway.

If you have any sugestions in what to do there, if you really want the maze, we will have to figure something else out, because the cubes aren't working out.

So, everything else is done, and hope it's finally ready for the server.
http://www.filefront.com/17279096/DM-GeometryV4D.zip
Image
Just turn this button on.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
Contact:

I did exactelly that.
I clicked those two functions on...
But the cubes wont align perfectly the way you want.

I know you don't have much time from your busy schedule, but if you want to give it a try you-self, please feel free to do so.
Because to be completelly honest, I don't know what is exactelly that you want me to do.

The cubes were overlaping eachother, so I used the alignment method to align them, but it didn't work.
Either they overlapped eachother, or had a gap between them.
If i moved a cube a little more to the left, it would overlap the other, and moving it right would create a gap between the third cube... if i moved the third cube, then there would be a gap between it and the wall.
Pushing everything against the wall, it would not fit with the floor texture.

If you want the maze, I will do it with a brush, and add space in there, and just add the white texture, and black texture...
Because the cubes were doing my head in, and frankly, I don't want to do it anymore.

It's either brush made, or as it is now... unless you have a better idea.
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DW_Ant
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Location: North Carolina

Okay, I looked at the map.

I found out that the Static meshes aren't aligned with their pre pivot (the little red dot in the middle). That's suppose to be dead in the middle of the mesh. Easy fix for this. You just need to open the static mesh properties...movement category. In the location property, just delete everything behind the decimal place for all three dimensions. You aren't aligned to the grid whenever you're 1.5 uu in this direction. Deleting the .5 or rounding up to 2 will fix align the meshes to the grid. Now in terms with static meshes aligning with each other, it wont work due to poor calculations.

Right now, their draw scale is set to 2.2
2.2 X 256 (the size of the static mesh you're using) is 563.2
Two problems with this is that it doesn't round to a whole uu (meaning it all sides never align to the grid). The pivot may be snapped to the grid, but not the static mesh itself. It won't cause the editor problems, but this will cause alignment problems. If you're planning on using a identical static mesh that'll align with this one, then you'll need to recalculate it so it'll finish the 0.8 uu divided by the number of static meshes you're planning on using in one row.
Don't bother recalculating. You made me wonder why you chose 2.2. I'm guessing you did an estimation that is closest approximation to your checkered floor. I was going to say to change the texture size so you can set the cubes to 2.0 or something, but I looked at the texture through the texture browser seeing it's divided in 9 by 9 rows? 9X9 means that the texture will not align with itself evenly. Meaning, if you tile this texture, the edges of each tile will be doubled in length. I don't really know how to explain it, but I'll just assume that you already tried to shrink the texture before and you were disappointed that you can't tile the texture so you settled for a single tiled surface.

This explains why the texture is stretched to one tile, which also explains why you can't set the static meshes to an even number to like 2.0
You could change the overall dimensions of the room, or replace the texture with something more flexible, but I don't think you want to go through the trouble.

If you want, you could resolve to the alternate plan. Just align the brushes as best as you can. I'm just warning you that misalignment with these meshes are very noticeable even to the nearest uu. It's a cube, the easiest mesh to align. Also the textures are completely inverted (black and white), meaning overlapping meshes will be flickering.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

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{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
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