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Help, Adding Death Zones.

Posted: Sun Jul 22, 2007 1:02 pm
by MilyardoX2
I need help for adding death zones to a BSP conversion map. Could some one help me, I'm pretty sure that I saw it done before.

Posted: Sun Jul 22, 2007 1:43 pm
by OwnZ joO
I'm pretty sure that the base map for the conversion had to have a death zone to start with, so if not it probably wont work. I'm pretty sure this has to do with the strings.

Posted: Sun Jul 22, 2007 3:40 pm
by MilyardoX2
well the base map had a death zone but the BSP convert over writed it, I understand how to edit strings so I'll go change those and it should work, thanks

Posted: Mon Jul 23, 2007 2:06 am
by eternal
If you get the death zones working, let me know. I have a dozen conversion maps I could release, if I could get death zones werking. I even tried using script. :/

Posted: Mon Jul 23, 2007 6:21 am
by OwnZ joO
Yeah, tell me if it was the strings, or if I was way off, that's just what made sense to me, because entity's chunk cloner won't transfer strings, and that's what was missing in the maps I needed it for.

Posted: Mon Jul 23, 2007 12:37 pm
by MilyardoX2
OwnZ joO wrote:Yeah, tell me if it was the strings, or if I was way off, that's just what made sense to me, because entity's chunk cloner won't transfer strings, and that's what was missing in the maps I needed it for.
i got the strings in map i'm going to try a script to activate the death zone

Posted: Mon Jul 23, 2007 1:33 pm
by Agent ME
I've never been able to figure out how to activate the deathzone the 'correct' way, but it's possible to set it up as a harmless trigger zone, and then change it to a deathzone as soon as the game starts with a script like this-

Code: Select all

(script startup init
  (kill_volume_enable deathzone)
)
-with deathzone being a reference to the trigger zone hopefully obviously.

Posted: Mon Jul 23, 2007 4:19 pm
by eternal
Agent ME wrote:

Code: Select all

(script startup init
  (kill_volume_enable deathzone)
)
-with deathzone being a reference to the trigger zone hopefully obviously.
I tried that, didnt werk.

Posted: Sun Jul 29, 2007 5:17 pm
by MilyardoX2
Agent ME wrote:I've never been able to figure out how to activate the deathzone the 'correct' way, but it's possible to set it up as a harmless trigger zone, and then change it to a deathzone as soon as the game starts with a script like this-

Code: Select all

(script startup init
  (kill_volume_enable deathzone)
)
-with deathzone being a reference to the trigger zone hopefully obviously.
I was talk to the person who put that script up in another thread and they told me that they never tested the script, I tested and it didn't work. I really think this should become a project because this would help make all the new BSPs ALOT better!
thanks for all the help

Posted: Mon Jul 30, 2007 8:42 am
by kornman00
I could tell you...


...but then I'd have to kill you :cry:

Posted: Mon Jul 30, 2007 8:48 am
by Prey
Deathzones, are added to the map, from a reflexive in the scnr. Can't remember which, on a cruiseship in the middle of nowhere at the moment, so can't check either.

Good luck.

Posted: Mon Jul 30, 2007 10:18 am
by OwnZ joO
kornman00 wrote:I could tell you...


...but then I'd have to kill you :cry:
Not trying to sound smart, but does it have to do with the string id? Because I copied a deathzone chunk(that's what it was labled so if it was labled wrong that could be it, but I don't think it was) from one maps scenario to another map, and the string id doesn't automatically transfer, so I just figured that that was the problem.

Here's a bootleg way to do it

Posted: Tue Jul 31, 2007 2:05 pm
by CaptainPoopface
When you fall off a cliff or into a large body of water and there are no death zones, eventually you hit the ground at the bottom of the map. If the ground is sufficiently far below the active area of the map, you could use the active scenery trick to spawn a massive exploding projectile (invisible so as not to cause lag) that would obliterate the bottom of the map every 5 seconds or so. It could fall from a height that would make it invisible to the players above. If the blast radius is enough to encompass a large swath of ground but does not spill into the active map area, that will work. Or you could use several smaller explosions that collectively span the entire base of the map. It would probably be a good idea to stagger their respawn times so that they don't all spawn and explode at the same time.

Another idea, if you are handy with Milkshape or some other Collision.obj editor, is to create a series of collision planes slightly above the base of the map that would funnel people into one of a series of very narrow shafts or ravines. Like a simple Pachinko game, where death is the only prize you can win. :) From the side, it would look like this: /\/\/\/\ So eventually people wind up at the bottom of a ravine, and you just have a weightless deadly projectile shoot the length each ravine every few seconds.

Both of those approaches sound like a lot of work and still not optimal. For one thing, it would probably say "Killed by the Guardians," in which case no point is awarded for the kill or deducted for suicide. But it's something to work with.