[QUOTE=wauterboi;37064819]Animated prop_dynamic with a point_viewcontrol, maybe?[/QUOTE]
And with a lot of logic entities to play animations when the player walks/stands still.
[QUOTE=Grenade Man;37047658]In hammer, posted a early draft somewhere in this thread.
But its really simple stuff. I guess it wouldn't be hard to code.[/QUOTE]
So the game_ui and stuff controls simple animations like walking and what not. What about for firing weapons and using objects though?
[QUOTE=Kuro.;37087919]So the game_ui and stuff controls simple animations like walking and what not. What about for firing weapons and using objects though?[/QUOTE]
I'm just a mapper so you should understand that I'm pretty limited when using the hammer I/O system.
I had this idea that when the player presses shift he brings a gun up and cant move until he lowers it by releasing shift.
I will see what I can come up with.
Okay so I just spent like 4 hours trying to do this.
[url]https://rapidshare.com/files/672731253/3rdtest4UPLOAD.vmf[/url]
Well it kind of works. But the animations screw up a lot and its generally very full of bugs.
-right click brings up gun
-left click fires
-don't press to many keys at once or you will bug the animations (2 wasd keys at the time etc.)
If anyone wants to toy around with it feel free.
[thumb]http://img155.imageshack.us/img155/1685/3rdtest40000.jpg[/thumb][thumb]http://img823.imageshack.us/img823/1001/3rdtest40001.jpg[/thumb][thumb]http://img705.imageshack.us/img705/1136/3rdtest40002.jpg[/thumb]
My entry will however stick with the simple version posted earlier.
[QUOTE=Grenade Man;37089725]Okay so I just spent like 4 hours trying to do this.
[/QUOTE]
do you know any equivalent of m_pitch in hammer (for multiplayer purposes)
I'm afraid you would be better of learning a programming language than trying to do this in multiplayer.
I'm gonna try combining this with the RE-style camera from the original example vmf. Not sure how I can fix the messed up animations if you press too many movement keys though.
Also, I assume with this you can change what NPC the player is controlling at will right? Because I had the idea of having the player come across a lethally contaminated area and would have to remote control a drone of some sort to go through the mess and clean it up somehow so the player can continue on.
[QUOTE=Kuro.;37097695]I'm gonna try combining this with the RE-style camera from the original example vmf. Not sure how I can fix the messed up animations if you press too many movement keys though.
Also, I assume with this you can change what NPC the player is controlling at will right? Because I had the idea of having the player come across a lethally contaminated area and would have to remote control a drone of some sort to go through the mess and clean it up somehow so the player can continue on.[/QUOTE]
You can change the model but then you have to change all the animations. (not that hard)
-Use model viewer to check if your model has certain animations.
I found a way to fix the directional thing. You have to use a math counter and a logic case.
However the problem with any camera that shows the characters legs is that if the player goes backwards he will play the walk forward animation. This is due to the lack of (full) directional walk animations.
Couldn't you just make two separate game_ui entities and have it switch from one to the other?
Also, I'm pretty sure Alyx has an animation loop for walking backwards, as do some other models (Combine soldiers, citizens, etc) Unless it's a problem with the game_ui thing itself.
Can you whip me out of this competition please, Sorry panzer.
[QUOTE=sphinxa279;37123349]Can you whip me out of this competition please, Sorry panzer.[/QUOTE]
Wait...i thought you were determined to finish this one:)
You're missing the [URL="http://www.facepunch.com/showthread.php?t=844743"]FP Mapping Contest: Winter[/URL] from the OP. [del]I think it was the second contest, not entirely sure.[/del] This was the first FP mapping contest IIRC
Also missing the [URL=http://facepunch.com/showthread.php?t=877773]FP Mapping Contest: Vertical[/url].
[QUOTE=IronPhoenix;37124239]Wait...i thought you were determined to finish this one:)[/QUOTE]
Not anymore, more important things to worry about.
WOW, WRONG THREAD.
[QUOTE=wauterboi;37133406]WOW, WRONG THREAD.[/QUOTE]
I was wondering what the hell you were talking about lol.
Is it too dark?
(view full screen)
[thumb]http://img526.imageshack.us/img526/344/horrorbckunsure0000.jpg[/thumb][thumb]http://img684.imageshack.us/img684/89/horrorbckunsure0001.jpg[/thumb]
Depends on if you have a flashlight
Like shirky said it would depend if you have a flashlight. Also the red and green lights on the left should have a glow to it because right now it looks rather off.
what you should do is make the mostly dark, then have a warm light area with health and items but it turns out to be a trap.
They cant have flashlight and the 3rd person since the model is parented to the players view model.
You could parent a dynamic light to the player so as you get closer to stuff it illuminates.
You can parent a projected light entity or whatever it's called to them, kind of like the belt light that Leon wears in RE4.
Might have the problem of it going all over the place when you're moving since I'm not sure there's a way to make it keep pointing forward regardless of what direction the bone it's parented to moves.
Also, at that point you might as well just code the entire thing in Lua. Thinking of asking in the Lua section if anyone would be interested in coding an RE style gamemode base for all these survival horro map ideas I have.
Actually what you see here is the part where the player looses his flare (as shown earlier) and first turns on the power. I don't have a flashlight because I can't give the player a suit and the env_projectedtexture entity doesn't update its position.
If the player is meant to turn the power to get some lights going, it's totally fine as long as the player can navigate to the switch.
Well fuck. My main computer just broke. Will send it off to repair but it surely won't be done anytime soon.
Luck is on my side tho. So I still have this dev build I uploaded for playtests. It has lots of dev content
and the final part isn't finished. But it will work as a entry.
[url]https://rapidshare.com/files/3239961142/horrorTEST.zip[/url]
WORKS ONLY WITH EPISODE 2.
Put materials maps and models into ep2 folder. Then console "map horror".
I quit. I have too many other things to do :( ( plus I'm not good at horror)
I would've definitely entered this had I not just fixed my computer several days ago.
I'm awesome at this stuff.
Like I guessed, I'm working. Submissions will be closed this Sunday (2 days from now). Judging will begin Monday.
Only current submission is Grenade Man.
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