::8 Months Later::
**For those who don't like reading that much... Jump to the stars at the bottom of this post ;) **
Great news! New ideas didn't cease to stop (I thank Wail for this method), but I did successfully sunk the island online!
There are several issues that I encountered previously (mentioned in the post above).
But this is what was needed to be done:
- The flood mover shouldn't be in Constant Loop, rather it should be a triggered mover.
- The Mover always rushes to the first keyframe online. Despite what high value I place in MoveTime property, it always rushes the first keyframe in one minute & 30 seconds (yes, I did time this stuff).
To fix the fog/swimming volume accuracy...
It occurred to me that the fog was always in place with the flood when it was rushing to the first keyframe, but the swimming portion was on time (where the flood was suppose to be). I had to separate this into two movers & two volumes. The invisible mover will travel to the top without that extra keyframe in place (since it doesn't rush the first keyframe). I set a delay time to prevent the fog from getting a head start. So the fog volume should travel along with the swimming volume... New issue rose when the swimming volume was lagging way behind while the fog appears to be way above the mover. :banghead:
The movers couldn't handle such large move times... I divided the flood mover into five keyframes & the invisible mover into four keyframes at ten minutes per keyframe. (it's nine minutes online). This is done to keep the movers & volumes on track. Although it's not completely accurate, it's pretty close for my taste.
At this rate, the movers will sink the island around wave 7-10. I set the scripted triggers to be set at wave two ... then they'll have a ten minute delay until they'll trigger the movers. The island will sink around seeker time ^.^
Once the movers reach the top, it'll stay open for the remainder of the match (I doubt the match will carry over an hour & 30 mins) :P
Onto the next problem... The swimming volume & the volume fog isn't precisely accurate with each other. Between the keyframes, the fog will have a slight lead with the swimming volume (slightly above the water line). At the keyframes, the swimming volume is way ahead of the fog so it seems like you're flying over the water. The solution for this is to displace the swimming volume lower than usual to balance this out alittle. I doubt I can ever make the two volumes right on each other, but I think it's close enough where they are both slightly ahead & below depending on the scenario. Since I prefer to swim above the water line (than below), there will be moments where you feel like you're 3-10 feet above the water line.
Unfortunately, the moving ship didn't cooperate with me. I redid my collision model several times, but for some reason there will be invisible collision blocking my way whenever the ship passed by. I decided to delete the sucker & I'll tackle this issue again if this map goes well in Monster Mash without it.
Just today, I ran several online tests with monsters, bots, & stuff. The server didn't crash, most monsters actually fought me (a few stand still), I didn't have aneurysms, no lag (4 ping), Channel count never excelled 250, & I actually made it to wave 16 :D
There are several flaws however...
- On the surface of the swimming volume, it's a little jerky when swimming...
- Collision model on the rafts appears to be nonexistent. Sorry, it looks like you're gonna be swimming for a long time. I just ask you not to hog the scuba gear :P
- Swimming Volume and Fog Volume will be displaced depending on the time (as mentioned before).
- Some monsters may be dumb underwater (I hope the luci isn't one of them).
- Before the island sinks, the projectile weapons affected by gravity (flak shell, bio goop, grenades, & mines) may simulate their projected bomb as if it was underwater at times.
- You will see scuba bubbles before the island is sunk.
I hope that's all the issues & there won't be anymore ;)
Man this map was almost as frustrating as Enigma...I'm glad that this project is near its end :D
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If you were wondering, I have been working on Flight as well. I'm halfway done with it, and I think it's gonna beat Xenomorph to the ground >:) Just wait til you see it!
So don't think I'm slacking on mapping. Well, I am alittle with school & stuff, but I will not cease mapping....noooo....I will not ;)
Well, I hope you're pleased with Sinking Island, and sorry for the long post. I had to post the solutions somewhere for the record of it.
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