Welcome, Guest. Please login or register.
Dot Guests: 14
Dot Hidden: 0
Dot Users Online:
0 The ILY's poop87

Replies poop87


621 Official Random Pic Threa... FUBAR!!

Replies FUBAR!!


14 It's Been a long time default_avatar

Replies Heather


1 We are moving default_avatar

Replies LONEWOLFJE


11 QUIT SMOKING~ECIGS default_avatar

Replies Heather


Author Topic: Re: Level design problems  (Read 7563 times)

]V[ILF

  • First Blood!
  • Posts: 44
    • View Profile
    • http://pwned.com/mf
Re: Level design problems
« Reply #30 on: March 14, 2009, 09:20:35 AM »
Quote from: '' dateline=''
ok where in actor classes can I find Telemarker?
I found telepad, but no telemarker
As you have found already, 'Telepad' is in 'NavigationPoint >> SmallNavigationPoint >> Teleporter'.

The 'Telemarker' you are looking for is actually named 'Telemarketer' and is found in 'Keypoint >> Telemarketer'

And yes, naming it 'Telemarker' instead of 'Telemarketer' would have made more sense, but according to the code, it was named this way on purpose for a joke. (See below)
Code: [Select]
///////////////////////////////////////////////////////////////////////////////
// Is the invisible marking point for where telepads dump there contents after
// it comes through
// Telemarker sounded so close to telemarketer so I used it. It's funny. Laugh.
//
//
// Inside Telepad, link to this with TelemarkerterTag.
//
///////////////////////////////////////////////////////////////////////////////
class Telemarketer extends Keypoint;

Karnage

  • Holy SHIT!
  • Posts: 1255
    • View Profile
    • Email
Re: Level design problems
« Reply #31 on: March 14, 2009, 11:31:19 AM »
ok thanks

what about emitters, like smoke/fire etc.?
I put in emitters, but it always says the Mass is zero, so when I need one I copy one from another Map and paste it into my map

what I'm asking is, how can I put one in and edit it so the mass is greater than zero?

Karnage

  • Holy SHIT!
  • Posts: 1255
    • View Profile
    • Email
Re: Level design problems
« Reply #32 on: March 14, 2009, 11:33:31 AM »
also, which should I place first, Telepad or Telemarker?
I mean, as you approach them, which should be closest to the player?

wolve

  • Holy SHIT!
  • Posts: 9778
    • Steam ID - wolveski
    • View Profile
    • http://www.eccentricinc.webs.com/
Re: Level design problems
« Reply #33 on: March 14, 2009, 12:22:10 PM »
telemarker

I Hate Bipolar,It's Awsome!!

Karnage

  • Holy SHIT!
  • Posts: 1255
    • View Profile
    • Email
Re: Level design problems
« Reply #34 on: April 10, 2009, 04:35:34 PM »
okay, well where can I find the sky box with the orange-yellow sky?
it's in most ED maps, but I don't know how to get it. It's in the bridge map, but it won't work, and I know that the skybox shows after you complete all Friday's errands, but I don't know how I can get it  :(

LORD MJ

  • Holy SHIT!
  • Posts: 1139
  • The LORD of all Lords
    • View Profile
    • http://lordmjproductions.yolasite.com/
Re: Level design problems
« Reply #35 on: April 12, 2009, 01:31:47 PM »
I just wanted to announce that Iā??m not interested about the mirror bug.Iā??ll make my maps without them.
But if someone finds a fix pleas post it here.Once again I would like to say thank you to all people that are helping me. :headbang:

When I get mad I just want to go POSTAL.

Karnage

  • Holy SHIT!
  • Posts: 1255
    • View Profile
    • Email
Re: Level design problems
« Reply #36 on: April 12, 2009, 02:48:58 PM »
here's what you can do :
open up a map with a mirror in it (i.e., Police Station, suburbs, etc.), right click the area that is a mirror, and copy it

then, go back to your map, right click the surface you want as a mirror, and paste it on there.
That part will now have the surface properties as a mirror  ;)

]V[ILF

  • First Blood!
  • Posts: 44
    • View Profile
    • http://pwned.com/mf
Re: Level design problems
« Reply #37 on: April 15, 2009, 08:53:36 AM »
Quote from: '' dateline=''
Iā??m not interested about the mirror bug.Iā??ll make my maps without them.
Damn  :rolleyes:

LORD MJ

  • Holy SHIT!
  • Posts: 1139
  • The LORD of all Lords
    • View Profile
    • http://lordmjproductions.yolasite.com/
Re: Level design problems
« Reply #38 on: April 15, 2009, 03:12:11 PM »
Hey ]V[ILF good to see you.
I donā??t know about Jon M.He told me that he will look in the mirror bug but he never replied. :(
I didnā??t have time to test this annoying bug.
I will test it and then report what kind of S**T I get.

LORD MJ

  • Holy SHIT!
  • Posts: 1139
  • The LORD of all Lords
    • View Profile
    • http://lordmjproductions.yolasite.com/
Re: Level design problems
« Reply #39 on: April 18, 2009, 04:27:16 AM »
Another Unreal bug!Damn,I hate that program. :roll:
How do you rotate emitters?
I posted the pic so you can understand what I am trying to do.

Also,I copied this emitter from Napalm factory map but it does no damage to the player.
How can I fix that?

Karnage

  • Holy SHIT!
  • Posts: 1255
    • View Profile
    • Email
Re: Level design problems
« Reply #40 on: April 18, 2009, 07:43:55 AM »
lol Lord MJ I already made a mirror in my Mall map just use the Cat texture and check Mirror

LORD MJ

  • Holy SHIT!
  • Posts: 1139
  • The LORD of all Lords
    • View Profile
    • http://lordmjproductions.yolasite.com/
Re: Level design problems
« Reply #41 on: April 18, 2009, 08:18:44 AM »
Quote from: '' dateline=''
lol Lord MJ I already made a mirror in my Mall map just use the Cat texture and check Mirror

IT WOOOOORKS!!!!!Ohhh,man I can't beleve it.
Quote from: '' dateline=''
create a physicsvolume around it,and in properties set to cause damage,damage type,etc

as far as emitter rotation..I believe this is set in emitter's properties under Movement,No? been awhile..

Thank you,now my dude gets burned!!!YEAH!
As for the rotation I played with varios settings and can't seem to find a combination that works.

Karnage

  • Holy SHIT!
  • Posts: 1255
    • View Profile
    • Email
Re: Level design problems
« Reply #42 on: April 26, 2009, 01:33:47 PM »
ahh man I spent all day yesterday making a Multiplayer map it should be really good

LORD MJ

  • Holy SHIT!
  • Posts: 1139
  • The LORD of all Lords
    • View Profile
    • http://lordmjproductions.yolasite.com/
Re: Level design problems
« Reply #43 on: April 26, 2009, 01:47:48 PM »
Better concrete on Korporate Industries map.Iā??m really interested in that map.
As for the emitter rotate problem,with great pleasure I can announce that it has been FIXED!!!!
YEAAAAAAAAAAAH!!!! :headbang:  :headbang:

Karnage

  • Holy SHIT!
  • Posts: 1255
    • View Profile
    • Email
Re: Level design problems
« Reply #44 on: April 26, 2009, 05:01:16 PM »
It will be delayed  :(
I forgot that I put a whole lotta mods on the map, and then the Virus scan cleaned everything, and it was in the Recovery files

luckily, I remember sending the map to my friend via RapidShare without the mods, but right now I'm working on alot of stuff