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 Control Points

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AndyFTW
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Join date : 2012-11-05
Location : Germany

PostSubject: Control Points   Sun Nov 18, 2012 8:47 am

Hey,

this is my thread about the Control Points.

At the moment Sharky, Ande and me works on them.

Sharky -> Models
Ande -> Coder
Andy -> temporarily assistant of Ande Laughing

So, I just simulated a Control Point with the help of usual lights. It's everytime the same light, just with different Propertys. At the moment it works with the FlowGraph, but Ande and me will convert it into a lua script.

Here the video:




This runs with the following flowgraph:





When we do any worth mentioning progress, Sharky/Ande/Andy will post it here.

So, have a nice day Very Happy
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rocknroll237
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PostSubject: Re: Control Points   Sun Nov 18, 2012 10:02 am

Thanks for posting it here and keep up the good work Andy. tongue
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PostSubject: Re: Control Points   Sun Nov 18, 2012 11:12 am

Sweet! Really nice and I really cant wait to see more work on this.
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Schlechtwetterfront

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PostSubject: Re: Control Points   Fri Nov 23, 2012 12:40 am

Quick update: It now utilizes Sharkys models (although theres a problem with the base material and the rebel emblem). It can be captured by team 1 and 2. The more players of one team there are in the capture region the faster it gets captured. If the capture is not finished it will slowly revert to the last 'state'. To place one sync the battlecry folder in our dropbox with your cryengine folder. Then it should be in Entities/Conquest in the sandbox.
I'll post a vid later.
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PostSubject: Re: Control Points   Fri Nov 23, 2012 2:06 am

Vid:
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sceluk
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PostSubject: Re: Control Points   Sat Nov 24, 2012 10:18 am

nice Smile good work Smile
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Schlechtwetterfront

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PostSubject: Re: Control Points   Fri Dec 07, 2012 3:30 am

Got CP selection for spawning to work. For that you have to link the CP entity to one (or more although they're not used yet) spawnpoint in Sandbox.
Now I have to make the game mode notice if one side has no CPs left and start a count down. After the countdown the team will loooooooooose.
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sceluk
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PostSubject: Re: Control Points   Sat Dec 08, 2012 3:48 am

Can these be made to work as a LUA file so don't have to FG it in every map? (not that's its hard, copy and paste after all). Would be neater though Wink
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PostSubject: Re: Control Points   Sat Dec 08, 2012 5:28 am

My version is pure Lua. So, yes. Wink
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sceluk
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PostSubject: Re: Control Points   Sat Dec 08, 2012 8:41 pm

Great work Smile
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Altureus
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PostSubject: Re: Control Points   Mon Jan 07, 2013 8:19 am

Awesome guys.
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