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StratonAce
12-15-2002, 02:34 PM
Just wanted to share some pics of my progress over at the Lightsaber team....

http://evolution.paynereactor.com/temporary/type3.jpg

http://evolution.paynereactor.com/temporary/type5.jpg

http://evolution.paynereactor.com/temporary/type6.jpg

http://evolution.paynereactor.com/temporary/type10.jpg

http://evolution.paynereactor.com/temporary/type12.jpg

http://evolution.paynereactor.com/temporary/type13.jpg

http://evolution.paynereactor.com/temporary/malice0.jpg

http://evolution.paynereactor.com/temporary/malice2.jpg

StratonAce
12-15-2002, 02:35 PM
http://evolution.paynereactor.com/temporary/malice3.jpg

http://evolution.paynereactor.com/temporary/malice5.jpg

http://evolution.paynereactor.com/temporary/malice8.jpg

Kev_Hectic
12-15-2002, 02:49 PM
Looks great, as always. images/icons/grin.gif

I really like the effect used to create the light sabers.

Alucard
12-15-2002, 04:39 PM
those are some really great screens, looks good can't wait

HairlessWookie
12-15-2002, 05:41 PM
someone needs to hire you to make videogames ace.
I'd hire ya if i had any money

Maddieman
12-15-2002, 06:40 PM
someone needs to hire you to make videogames ace.
<font size="2" face="Verdana, Arial">Don't give the man ideas before he's made my level!!! graemlins/tinyted.gif

Looking excellent, Ace. images/icons/wink.gif

One thing though, that open out, battle area, sort of breaks all the rules about MaxEd being designed for corridors - how well does it run?

The particles look good too; is this mod still shooting for a Christmas Day release?

Keep up the good work. images/icons/smile.gif

StratonAce
12-15-2002, 07:00 PM
Don't worry Maddie, your level is next. Should be finished with this level tomorrow I hope.

That open hanger bay is not bad at all. It's really not THAT massive. It's nowhere NEAR the size of the Sector 4 level that is in my last Evolution demo. Plus, the hanger dosen't really have a lot of detail. I've tried to keep it to the bare minimum of detail to make it look decent. That level is all about the boss fight, nothing else, no other enemies to fight or nothing else to do but fight Darth Malice.

Bruce Hamilton
12-16-2002, 10:22 AM
Originally posted by StratonAce:
Don't worry Maddie, your level is next. <font size="2" face="Verdana, Arial">What happened to Blade Runner Evolution? images/icons/tongue.gif

StratonAce
12-17-2002, 12:06 AM
Evolution is still going to be finished. I just needed a break from Blade Runner stuff to try my hand at something different before I burned out. images/icons/wink.gif

HairlessWookie
12-17-2002, 01:27 AM
does anyone out there know how to make levelitems time out or disappear a split second after they spawn? I'm working on blaster blocking with the saber and i use levelitems spawned by projectile collisions to deflect the proper blocked projectile.

Maddieman
12-17-2002, 07:03 AM
Froz had the same problem with the snowboarding mod - he wanted the guy to slam into walls and such.

However, he ended up creating hundreds of level items which he couldn't get rid of; which in turn stopped the system from creating more after x amount of level items.

I presume you're encountering a similar problem.

To my knowledge, I'm not aware of any method of removing levelitems (although there is a command that makes them disappear - that might have the same effect). I would suggest that if at all possible don't create the level item in the first place. Create the level item in the [characterhit] block and then disable projectile collisions in the idle animation.

Right now, I'm creating stealth kill animations for k2. The problem I have is triggering the enemy's idle animations from the player or projectile scripts - since enemies can't pick up level items.

MikaRMD
12-17-2002, 02:21 PM
Good stuff StratonAce!
I am looking forward to seeing it live on my screen images/icons/smile.gif

RealNitro
12-17-2002, 02:41 PM
since enemies can't pick up level items <font size="2" face="Verdana, Arial">Well, what you could do is create a projectile with speed=0, and in the [characterhit]-command create a projectile that has a really fast explosion, so you can add multiple commands to it. Or something like that.
Its an idea I had a while ago, but probably it won't work, since I never tested it out. graemlins/doh.gif

Maddieman
12-17-2002, 03:35 PM
in the [characterhit]-command create a projectile that has a really fast explosion, so you can add multiple commands to it. <font size="2" face="Verdana, Arial">There is a fundimental problem with that.

The commands are being sent from a projectile. So, which reciever do you use to identify the enemy? Since each enemy is identified by it's position in the level (eg ::teleport::e01) the reciever id will be different per level and per enemy- so you can't do it that way.

The general reciever 'this' wont work either - because it would refer to the projectile not the enemy. Incidentally, the reciever 'player' doesn't work either; which is why in kung fu, the activator reciever was used in conjunction with the player picking up a custom level-item (but activator doesn't work with projectiles).

So as far as switching enemy animations is concerned - I'm stumped; unless there is another general reciever that I'm unaware of ('character' or something).

For the moment, I've found a workaround - using one of the gethit animations. So, as it stands, Tenchu-esque 'stealth kills' now work in Max Payne. images/icons/smile.gif

[ 12-17-2002, 03:39 PM: Message edited by: Maddieman ]