point/angle of view
-
- SDF!
- Posts: 14
- Joined: Sun Mar 20, 2005 2:24 pm
- Location: Germany
- requiem_for_a_starfury
- Hero of the Wastes
- Posts: 1820
- Joined: Tue Oct 29, 2002 11:13 am
Well you can just have any container on a bunker map to store your stuff in, but there's no way I can think of to transport it to another location with your stuff unless you make it an unique other actor and add it to your player index when you approach the exit grid etc. Though that would be a bit complicated, most people just store their stuff in a vehicle left at the bunker.
To make any recruit appear after a mission you'll need to look at the bunker maps, the ghouls etc are deactivated until you complete the appropriate campaigns just take a look at bunker 4, trigger titled "CVAR_M06_COMPLETE - Mission 06 Complete".
To make any recruit appear after a mission you'll need to look at the bunker maps, the ghouls etc are deactivated until you complete the appropriate campaigns just take a look at bunker 4, trigger titled "CVAR_M06_COMPLETE - Mission 06 Complete".
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
Twisted by knaves to make a trap for fools,
- fallout ranger
- Hero of the Glowing Lands
- Posts: 2205
- Joined: Wed Sep 08, 2004 5:26 am
- Location: Shady sands (no really!!)
- Contact:
- requiem_for_a_starfury
- Hero of the Wastes
- Posts: 1820
- Joined: Tue Oct 29, 2002 11:13 am
-
- SDF!
- Posts: 14
- Joined: Sun Mar 20, 2005 2:24 pm
- Location: Germany
ok mates - i need some help.
this is a small "what palm looks better" contest without any price .
the left one or the darker and more filtered right one?
last pic
this is a small "what palm looks better" contest without any price .
the left one or the darker and more filtered right one?
last pic
- requiem_for_a_starfury
- Hero of the Wastes
- Posts: 1820
- Joined: Tue Oct 29, 2002 11:13 am
-
- SDF!
- Posts: 14
- Joined: Sun Mar 20, 2005 2:24 pm
- Location: Germany
- requiem_for_a_starfury
- Hero of the Wastes
- Posts: 1820
- Joined: Tue Oct 29, 2002 11:13 am
Personally I prefer the left hand palm because the foliage looks more detailed but if in doubt release both of them. I've released a load of tiles I'll probably never use myself. Just because I wasn't happy with them, because I could never quite get them how I wanted, doesn't mean someone else won't find a use for them. Which is what happened with some weapon crates I made. I didn't like them but someone else thought they would make great military footlockers.
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
Twisted by knaves to make a trap for fools,
-
- SDF!
- Posts: 14
- Joined: Sun Mar 20, 2005 2:24 pm
- Location: Germany
ok, i´ve redone all palms like the left one, also the tank is redone, a bit sharper and better fitting to the overall colors. i think i will continue mapping mission 2 today.
if someone is interested in the title music i wanted to use (some techno style) you can download it in poor quality at the bottom of the page.
if someone is interested in the title music i wanted to use (some techno style) you can download it in poor quality at the bottom of the page.
Last edited by Lord_Nighthawk on Sun Apr 03, 2005 6:03 pm, edited 1 time in total.
-
- SDF!
- Posts: 14
- Joined: Sun Mar 20, 2005 2:24 pm
- Location: Germany
a small questions again if someone still reads here:
i got a problem/querstion with the light entities, cause when i place a light, it starts shining through the floor and is still visible in a lower etage of a building for example. can i bind it somehow so it does just shine on the map level i placed it? it does not shine through the ceiling, so i don´t really understand why it does that with the floor
i got a problem/querstion with the light entities, cause when i place a light, it starts shining through the floor and is still visible in a lower etage of a building for example. can i bind it somehow so it does just shine on the map level i placed it? it does not shine through the ceiling, so i don´t really understand why it does that with the floor
- requiem_for_a_starfury
- Hero of the Wastes
- Posts: 1820
- Joined: Tue Oct 29, 2002 11:13 am
If you place a light and then press F4 to edit it, scroll down to the bottom and you'll see 'High Bound' and 'Low Bound' fields, you can adjust these to determine how high and low the light reaches. There's a more detailed tutorial on lights at JJ86's tutorial pages.
As to why they are shining through the floor by default, if you look at the bounding box of a light entity it's only 1x1x1WU's and the bounding box is at the bottom, which is were the light comes from (the sprite is so big just so you can find them easily in the editor). When placing the lights you should raise them up to a higher level than the floor so that the light appears to come from the graphic of the light source etc.
As to why they are shining through the floor by default, if you look at the bounding box of a light entity it's only 1x1x1WU's and the bounding box is at the bottom, which is were the light comes from (the sprite is so big just so you can find them easily in the editor). When placing the lights you should raise them up to a higher level than the floor so that the light appears to come from the graphic of the light source etc.
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
Twisted by knaves to make a trap for fools,
- [HpA]SniperPotato
- Desert Wanderer
- Posts: 518
- Joined: Fri Dec 17, 2004 2:23 am
- Location: Everywhere and Nowhere
- Contact:
I must play this, when will it be released? The pictures of the police station thing with the palms out front and the city bought me.
Fallout Tactics multiplayer: COOPnet and MegaCOOP map pack
- requiem_for_a_starfury
- Hero of the Wastes
- Posts: 1820
- Joined: Tue Oct 29, 2002 11:13 am