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[Unfinished Open Source]Multistage Drexens Timer, Weapon Strips

Dr Gains

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I figured I might aswell post what Ive made so far, The variables transfer fine, you will just need to find a way to add time to the logic_timer's. This map was going to be a long jump-styled story where you find weapons as you progress and have some sort of boss fight throughout the chapters. Theres a weapon strip right now, should be as a trigger_multiple in one of the corners. The current timer I have adds numbers to the math_counter's but Drexens time values increment off the logic_timer, so it'll show a loaded time but it will glitch once it trys to go above the max values. Anyway heres the DL:
https://www.dropbox.com/s/ald0cjmrk1w95n9/jump_story_open_source.zip?dl=0
Id start by maybe setting the logic_timer intervals based off of the env_globals, then on timer end set self to desired time.
The weapons would be saved throughout the maps the same way as the timer, save a value to env_global then, add a value to a math_counter on the next map with a logic_auto
Hope this comes to use one day

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« Last Edit: December 12, 2014, 12:40:00 AM by Dr Gains »


buhnanuh

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i have no idea how to help you, but this sounds like an awesome idea. good luck to you


Zeq

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I played around with this a long time back, I'll see if I can dig up the test maps I made.


John

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Might be onMapLoad as opposed to onNewGame, as you're doing a changelevel so you're never really killing the server (thus not having a >new< game) ?


Zeq

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Alright, here are the two .vmf files I used: https://www.dropbox.com/s/qu3s6uwo1o6mrf1/globals.rar?dl=0

You can just compile them both and then load up "test_global_a". The state of the light should be kept between map A and B. You can go between them as many times as you want with the teleporter to the right. The env_global might not show up correctly in hammer since it is not included in the TF2 fgd. You can add it manually by adding this to the fgd:

Code: [Select]
@PointClass base(EnvGlobal) size(-8 -8 -8, 8 8 8) = env_global :
"An entity to control a game-specific global states."
[
globalstate(choices) : "Global State to Set" =
[
"gordon_precriminal" : "Gordon pre-criminal"
"antlion_allied" : "Antlions are player allies"
// "player_stealth" : "Player in APC is disguised as combine"
"suit_no_sprint" : "Suit sprint function not yet enabled"
"super_phys_gun" : "Super phys gun is enabled"
"friendly_encounter" : "Friendly encounter sequence (lower weapons, etc.)"
// "citizens_passive" : "Citizens are *not* player allies (cannot be commanded)"
"gordon_invulnerable" : "Gordon is invulnerable"
"no_seagulls_on_jeep" : "Don't spawn seagulls on the jeep"
"ep2_alyx_injured" : "Episode 2: Alyx injured"
"ep_alyx_darknessmode" : "Episodic: Alyx darkness mode"
"hunters_to_run_over" : "Ep2 Counter: Hunters to run over before they dodge"
]
]

I hope this helps!
« Last Edit: December 06, 2014, 06:39:24 PM by Zeq »