Posts : 4 Join date : 2012-11-05 Location : Germany
Subject: 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
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
rocknroll237 Admin
Posts : 311 Join date : 2012-11-04 Age : 33 Location : Somerset
Subject: Re: Control Points Sun Nov 18, 2012 10:02 am
Thanks for posting it here and keep up the good work Andy.
Guest Guest
Subject: Re: Control Points Sun Nov 18, 2012 11:12 am
Sweet! Really nice and I really cant wait to see more work on this.
Schlechtwetterfront
Posts : 446 Join date : 2012-11-05
Subject: 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.
Schlechtwetterfront
Posts : 446 Join date : 2012-11-05
Subject: Re: Control Points Fri Nov 23, 2012 2:06 am
Vid:
sceluk void Work();
Posts : 364 Join date : 2012-11-07
Subject: Re: Control Points Sat Nov 24, 2012 10:18 am
nice good work
Schlechtwetterfront
Posts : 446 Join date : 2012-11-05
Subject: 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.
sceluk void Work();
Posts : 364 Join date : 2012-11-07
Subject: 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
Schlechtwetterfront
Posts : 446 Join date : 2012-11-05
Subject: Re: Control Points Sat Dec 08, 2012 5:28 am
My version is pure Lua. So, yes.
sceluk void Work();
Posts : 364 Join date : 2012-11-07
Subject: Re: Control Points Sat Dec 08, 2012 8:41 pm
Great work
Altureus Lead 3d guns Artist
Posts : 126 Join date : 2012-11-28 Location : Pilot Hill, CA
Subject: Re: Control Points Mon Jan 07, 2013 8:19 am