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McViolent
Moderator
    
Posts: 7555

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« Reply #1 on: August 16, 2010, 03:41:23 pm » |
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Since the old thread contained posts back when it was for the unofficial patch, I figured it would have been better if we made a new thread. point_viewcontrolThe modifications I did to point_viewcontrol were quite simple. When a point_viewcontrol is enabled, all players will have view entities set to it, acting as a cutscene. Each player can exit the cut scene whenever they want without interrupting the other players from watching. I may add an option so it would disable skipping the cutscene. func_win_triggerWith the way func_win_trigger is progressing, it could very well replace func_win. Here is a list of its current features: - A completely modifiable timer
- Disallows NPCs in the trigger before winning
- Only players within the trigger will win
I plan on adding a hud element that displays the func_win_trigger's timer. Here's the FGD Entry below: @SolidClass base(Trigger, Targetname) = func_win_trigger : "A trigger volume that only lets survivors within it win." [ // Inputs input Toggle(void) : "Toggles intial active state" input Enable(void) : "Hides" input Disable(void) : "Unhides" input ChangeTimeLimit(float) : "Changes and resets the time limit" input ModifyTime(float) : "Add or subtract time to the time limit" input ResetTime(void) : "Resets the Timer" input ToggleTimer(void) : "Toggles Timer" input EnableTimer(void) : "Enables Timer" input DisableTimer(void) : "Disables Timer" input Win(void) : "Human Win"
// Outputs output Won(void) : "Humans Won"
Active(integer) : "Active" : 1 : "Is this active on game load? 0 = false" TimerOn(integer) : "Timer" : 0 : "Is the timer active? 0 = false" Enemies(integer) : "Enemies" : 0 : "Disallow NPCs in area? 0 = false" Timelimit(float) : "Time Limit" : 5 : "Time limit for survivors to get to destination ( In Minutes )" ]
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« Last Edit: August 27, 2010, 08:27:54 pm by Tannerbondy »
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Soduka
Poster
Posts: 680

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« Reply #2 on: August 16, 2010, 04:48:36 pm » |
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Source 2007 or 2009? Apparently the only difference right now is Mac compatibility in 2009 but 2009 is being further developed so they will grow apart, or so I've read.
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Kiwi
Build Tester

Posts: 2398

Trendy and Dry
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« Reply #9 on: August 16, 2010, 07:05:30 pm » |
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Would it be possible to add a function that prevents the ZM from using explosions in a certain area, like how you can stop hidden shambler spawns in certain areas?
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Worbat: You killing me constantly was so frustrating, I quit in disgust. [16:47] Jeff: British is not an ancestry. Britain is an accident of noble marriages, pregnancies, and deaths.
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Kiwi
Build Tester

Posts: 2398

Trendy and Dry
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« Reply #11 on: August 16, 2010, 08:44:47 pm » |
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Do you have any plans for the night vision?
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Worbat: You killing me constantly was so frustrating, I quit in disgust. [16:47] Jeff: British is not an ancestry. Britain is an accident of noble marriages, pregnancies, and deaths.
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C.Mong
Poster
Posts: 293

cinnamong
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« Reply #14 on: August 17, 2010, 02:05:01 am » |
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I was actually thinking of that. Maybe something similar to the Left 4 Dead "see survivors through walls", but just not through walls.
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scot
Poster
Posts: 136

AKA: scotland 4 ever
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« Reply #15 on: August 17, 2010, 02:07:45 am » |
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That's a good idea. Currently the night vision doesn't really help.
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I can't think of anything smart to say :{
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C.Mong
Poster
Posts: 293

cinnamong
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« Reply #18 on: August 17, 2010, 08:44:44 am » |
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That's actually an awesome idea. Really good for maps where no one knows what the hell to do.
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