Gertenheld_Forest. -RELEASED-

The Man In Black

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Re: Gertenheld_Forest.

Sabre said:
Thothie said:
WW1 is supposed to be the first section of a quest given to ye by some wizards that teleport you to the land where it takes place. I werz thinking that this could be a quest gained in the Hall of Deralia.

Problem is that you gotta release Hall of Deralia first :roll: :p
 

Thothie

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Re: Gertenheld_Forest.

Meh, Shurik3n made the viewmodel consolidation possible, so my next map priority has to be Sfor/Nightmare_Sfor and getting Undamael back up and running so I can get his fancy sword in the game, as promised.
 

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Re: Gertenheld_Forest.

Thothie said:
Meh, Shurik3n made the viewmodel consolidation possible, so my next map priority has to be Sfor/Nightmare_Sfor and getting Undamael back up and running so I can get his fancy sword in the game, as promised.
:D Hell yea, nightmare sfor!!1!
That will make many bored high levels happy!
 

Thothie

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Re: Gertenheld_Forest.

Crow's progress on Lodagond-2 & 3 is looking substantial as well.
 

Shurik3n

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Re: Gertenheld_Forest.

Clearly I did it to make steak happy.
 

The Man In Black

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Re: Gertenheld_Forest.

And Orochi ;-)
 

Shurik3n

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Re: Gertenheld_Forest.

Hes got 1 minute by my clock until its somebody else's job :wink: .
 

Red Cell

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Re: Gertenheld_Forest.

WW series is over rated anyways. That's right Crow, I'm calling you out fool. WANA BRAWL?!
 

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Re: Gertenheld_Forest.

Shurik3n said:
Hes got 1 minute by my clock until its somebody else's job :wink: .
He checked in with progress, so I'll give him another day I suppose. He's cutting it too close for me to have a script system for it in place in time, in addition to all the other stuff I gotta do.
 

The Man In Black

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Re: Gertenheld_Forest.

Thothie said:
Shurik3n said:
Hes got 1 minute by my clock until its somebody else's job :wink: .
He checked in with progress, so I'll give him another day I suppose. He's cutting it too close for me to have a script system for it in place in time, in addition to all the other stuff I gotta do.

We're doing things this month?

:p
 

Thothie

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Re: Gertenheld_Forest.

A.Nonymous said:
Oh, and for reference, I'm not really doing coding right now, anyway. You're not the only one who feels like going on strike because of J-M
Bleh, team's on strike / playing NS, so probably not a whole lot. Plate's pretty damned full though.
 

Sabre

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Re: Gertenheld_Forest.

Crow said:
Red Cell said:
WW series is over rated anyways. That's right Crow, I'm calling you out fool. WANA BRAWL?!
Thats not what... lets see... everyone whos ever said anything about the series said. :wink:

Remake it NAO...Oh, wait...after Loldagond, of course :D
 

Dridmar

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Re: Gertenheld_Forest.

Going to get back on topic here....

The cave is almost finished now. This cave is going to have lots of goblins in it and it gives players something to do while they wait for people to finish protecting the guy from the wolf. Currently compiling now and I will tell you the results after I test the monster spawns in the cave and check the current lighting.
 

Dridmar

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Re: Gertenheld_Forest.

Double post of dewm!

Testing is complete. Everything worked perfectly except 1 thing. When I was protecting the guy, one time the 5th wave didn't get triggered and the second time it did. First time there were 2 people and second time was only me. Thothie, do you know if something could be wrong? Also did you know you made a spelling mistake in the guys speech? Instead of "scent" you put "sent."
 

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Re: Gertenheld_Forest.

Gotta watch me on the spellinkz, I've had computers and chix0rz to spell check for me my whole life. ;)

I'd have to see the new map - but if yer chaining monster spawns with fireallperish, or some such, that'd do it. Gotta use trigger counter - and count the beasties when they spawn, rather than when they die, for better dependability.
 

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Re: Gertenheld_Forest.

Thothie said:
Gotta watch me on the spellinkz, I've had computers and chix0rz to spell check for me my whole life. ;)

I'd have to see the new map - but if yer chaining monster spawns with fireallperish, or some such, that'd do it. Gotta use trigger counter - and count the beasties when they spawn, rather than when they die, for better dependability.

Yeah, it rarely bugs up. When I just tested it with 4 people, it went fine.
Also, is it possible to make 500 gold spawn by an item? I have some goblins and I want 500 gold to spawn if the players manage to kill the goblin chief.
 

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Re: Gertenheld_Forest.

I can rig him to drop a bag of gold on that map... Either that or you drop ten 50gp gold bags yerself (I could send you the script for that.)

The fireallperish bug is not consistant... You using that or a trigger counter, like in the sample map I sent?
 

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Re: Gertenheld_Forest.

Thothie said:
I can rig him to drop a bag of gold on that map... Either that or you drop ten 50gp gold bags yerself (I could send you the script for that.)

The fireallperish bug is not consistant... You using that or a trigger counter, like in the sample map I sent?


Using the fireallperish....I can try to switch those to trig_counters later. Also, is it hard to get the ten 50gp bags set up? I assume I get get 10 of those treasure entities and trigger them all?
 

Dridmar

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Re: Gertenheld_Forest.

Updated: The cave looks fine for now and everything is great (excluding the wolves that rarely glitch up). I should have this map done either tonight if I work on it right now (not likely) or tomorrow sometime in the morning. I will post here once I have the map complete.
 

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Re: Gertenheld_Forest.

Update: Didn't understand how exactly to get the trigger_counter things to work properly. Since this 'glitch' rarely happens, I'm going to leave it and you can change/fix the entities if you want Thothie. Everything is done except for that. Also, in the goblin caves, I have the goblins each spawn 25 times (except for the boss goblin). Is that a good number? I can change it if needed. The boars also spawn 25 times each but they are boars....meh.

Will be uploading the Gertenheld_Cape and Gertenheld_Forest .rmfs to you soon Thothie, along with the compiled .bsp versions. (Added transition to G_Cape and fixed the music entity).

If there is anything I have missed, let me know.
 

Thothie

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Re: Gertenheld_Forest.

Bleh - look at the sample map I sent you to figure how trigger_counter works - it's pretty damned simple. Ye just target the trigger counter with the monsters "trigger on spawn" event, and when it reaches the desired number of dead wolves, you have the counter trigger the next spawn, and so on, and so forth.
 

Thothie

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Re: Gertenheld_Forest.

trigger_counter is part of the half-life.fgd, however, the half-life.fgd wants it to be a BRUSH entity, thus ye must make it such or it will go *poof* next time you load your map, just as happens when you try to use an msarea_monsterspawn as a point entity (hammer is annoying that way).
 
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