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Forum Home > Maps & mods > ONS-SEKTOR8 - THE BATTLE CONTINUES
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vk__PM
Aug 31, 2010 3:55 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
Hell yes, now i can keep my current brush!

Edit, thx to worm's
http://BIT.ly/VKMAPDESIGN


Last edited by: vk__ Aug 31, 2010 4:05 PM
vk__PM
Sep 01, 2010 2:21 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
Ok, i got it so far, but i have problems...well sometimes.

Some of the vehicles doesn't spawn always, when i rebuild...

Also some other thing is,
why do i spawn at blue playerstarts when on red...
(grouped blue pstarts in blue core) and also for red.

http://BIT.ly/VKMAPDESIGN


xicesnakePM
Sep 01, 2010 2:29 PM
[*]X!ceSnake Member - Joined: Jan 21, 2010
Posts: 255
vk__ wrote:

Also some other thing is,
why do i spawn at blue playerstarts when on red...
(grouped blue pstarts in blue core) and also for red.



the big mess xD
vk__PM
Sep 01, 2010 2:33 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
No mess at all, i did it properly, first time it works perfect, i rebuild again, i see nothing at all. I redo the forcedactors, and nothing happens.


EDIT1:
Ok, i think i found out why. The closesd node uses the right above the core forcedactors to control these vehicles. How can i resolve this?

That spawnplace still not resolved
http://BIT.ly/VKMAPDESIGN


Last edited by: vk__ Sep 01, 2010 2:46 PM
vk__PM
Sep 01, 2010 3:28 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
Ok here is the problem:

The red and blue core vehicles are all tagged. But they don't shown up.


When i build the blue or red center node (with different tagged). They all spawn (also the tagged blue or red core).

Do u see the problem?

Now, when building the RED center node, the vehicles i tagged to, spawn.
When building the BLUE center node, the vehicles i tagged, some spawn.
http://BIT.ly/VKMAPDESIGN


Last edited by: vk__ Sep 01, 2010 3:55 PM
wormboPM
Sep 01, 2010 5:38 PM
Wormbo Member - Joined: Aug 12, 2010
Posts: 48
Make sure you use the Onslaught Specials for all nodes and the cores, and make sure they come from the same Onslaught Specials version. ForcedCloseActors only works correctly if all cores and nodes "know" each other, and they don't if they come from different versions of the Onslaught Specials. That might even happen if you myLevel the same version multiple times without "cleaning up" first.
Wormbo's UT/UT2004/UT3 mods | PlanetJailbreak | Unreal Wiki | Liandri Archives
vk__PM
Sep 02, 2010 11:17 AM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
Ok, i try it out, i have the older version of the nodes, now i have the latest version. But where can i find the options; b prime, never shielded?

Problem resolved, it's easy but u have to know it ofcourse.
http://BIT.ly/VKMAPDESIGN


Last edited by: vk__ Sep 02, 2010 11:28 AM
wormboPM
Sep 02, 2010 2:22 PM
Wormbo Member - Joined: Aug 12, 2010
Posts: 48
OnsSpecials1 has them in the nodes, OnsSpecials2 in the link setup supplement actors.
Wormbo's UT/UT2004/UT3 mods | PlanetJailbreak | Unreal Wiki | Liandri Archives
vk__PM
Sep 03, 2010 9:12 AM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
After working many hours, about 50+- , after the lastest release, im quit done, only a few things more.

Here are some screenshots:




- Hunk? What is this?




- Well, maybe the way to the core!




- Restyled hallways





- Yes, that means we can go up! And there are two of them!





- Preventive sign(s)!?





- 24/7





- Last but not least, the lazy way to attack ur enemy's! (But smart)




I hoped u like the screenies, there's more!
Soon i'l be back


Greetz,
VK

http://BIT.ly/VKMAPDESIGN


wormboPM
Sep 03, 2010 9:37 AM
Wormbo Member - Joined: Aug 12, 2010
Posts: 48
vk__ wrote:
- Restyled hallways

Hmm, that makes me wonder if I should put the two-line wrap mode for long node names back in...
Wormbo's UT/UT2004/UT3 mods | PlanetJailbreak | Unreal Wiki | Liandri Archives
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