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User avatar   Experienced Modder Experienced ModderMember since: 18.12.2007, 14:28Posts: 588 Likes: 0
 

 Post Topic:
PostPosted 03.05.2010, 13:46 
Quote:
Originally posted by kreios
Yea im a new to editing and was using geo entities for rocks and Buildings... So ive got to redo all that >.<



Hi, no you dont need to. you can replace entity with brushes.

User avatar   Experienced Modder Experienced ModderMember since: 18.12.2007, 14:28Posts: 588 Likes: 0
 

 Post Topic:
PostPosted 03.05.2010, 17:31 
Quote:
Originally posted by Flamers
local player does only use the local player afaik, i used it in my tele fg and that only teles 1 client :)

took ages 2 only make it tele 1 client but i fixed it :D

Flamers



im a little bit pissed. claiming this work as your own, after asking me how its done.

well well. Good to know.


Kormo
User avatar   Hardcore Modder Hardcore ModderMember since: 07.03.2008, 21:14Posts: 996Location: England Likes: 0
 

 Post Topic:
PostPosted 03.05.2010, 17:44 
kormo if you read the guide i'm pretty sure i credited you, now could you please grow up a touch, we are all trying to help each other, if i credited every guy/girl who has given me information in every post it would be one hell of a long post...

/rant

Flamers


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  Experienced Modder Experienced ModderMember since: 29.12.2004, 16:20Posts: 414Location: Amersfoort Likes: 0
 

 Post Topic:
PostPosted 03.05.2010, 17:47 
uhh this client / server thingy(settings) can be changed in the XML files? like does it get predicted/spawn by the server or local/player only (things like bullet projectiles and such)


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User avatar   Hardcore Modder Hardcore ModderMember since: 07.03.2008, 21:14Posts: 996Location: England Likes: 0
 

 Post Topic:
PostPosted 03.05.2010, 18:30 
ummm.. i would think so as thats what flowgraphs are written to but i would just do it in editor as its easier...

Flamers


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  Beginner BeginnerMember since: 18.03.2010, 21:33Posts: 10Location: Germany @ ::1 Likes: 0
 

 Post Topic:
PostPosted 06.07.2010, 17:01 
Light Switch causes the ReconfigureObject error, it's also not compatible.

What objects are _usable_ to activate a flow graph (like the switch)?


public function writeSig() {
echo ""; //TODO: Signature content
}
  Skilled Modder Skilled ModderMember since: 06.02.2009, 22:43Posts: 760 Likes: 3
 

 Post Topic:
PostPosted 15.07.2010, 13:59 
Quote:
Originally posted by TheJJ
Light Switch causes the ReconfigureObject error, it's also not compatible.

What objects are _usable_ to activate a flow graph (like the switch)?


hm, you could use proximity triggers, basic entities, normal switches


Quote:
Originally posted by Cry-Ruan
The trollface avatar is hereby banned. Those of you who wish to use it know who you are.
  Uber Modder Uber ModderMember since: 17.06.2009, 12:26Posts: 1941Location: South Africa Likes: 0
 

 Post Topic:
PostPosted 28.07.2010, 13:07 
Quote:
Originally posted by Kormo
Quote:
Originally posted by kreios
Yea im a new to editing and was using geo entities for rocks and Buildings... So ive got to redo all that >.<



Hi, no you dont need to. you can replace entity with brushes.


wow! this is awesome :))
can you convert solids to basic entities to brushes using this?
  Uber Modder Uber ModderMember since: 17.06.2009, 12:26Posts: 1941Location: South Africa Likes: 0
 

 Post Topic:
PostPosted 28.07.2010, 14:38 
hey zezeri

just saw your particle creation tut...awesome work!
do they work in multiplayer..read somewhere back when Boebi was doing tuts that if you mess with particle properties punkbuster will bite u lol
User avatar   Hardcore Modder Hardcore ModderMember since: 07.03.2008, 21:14Posts: 996Location: England Likes: 0
 

 Post Topic:
PostPosted 28.07.2010, 14:46 
most sensible server owners DON'T use PB :)

Flamers


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User avatar   Trained Modder Trained ModderMember since: 22.07.2009, 21:17Posts: 248Location: West Australia Likes: 1
 

 Post Topic:
PostPosted 05.08.2010, 02:35 
Removing objects from a prefab will create an altered prefab settings file in the crysis directories, which will usually not allow others to connect because they will not have that altered file. Better to extract all, then create that selection as a prefab and save that in your map directory and alter that.

Same goes with altering archetype entities settings, which is easy to do when you are dragging weapons/vehicles from the DB window.

Not so much a 'will not work' in multiplayer, but doing these things usually results in the map not allowing others to connect when you host a test server.

Also some prefabs won't work unless you load the corresponding entity library into the DB view. Eg, autoturrets as a prefab will need the 'props' entity library to be loaded.

Apologies if these have been mentioned already, but they are worth repeating.
  Trained Modder Trained ModderMember since: 31.12.2008, 23:47Posts: 283Location: If I didn't know, would that make me crazy? Likes: 0
 

 Post Topic:
PostPosted 05.08.2010, 02:47 
I agree with psyphtoix,
The prefab thing is a little tricky sometimes, and you can't really modify them otherwise others won't be able to join you and you won't be able to join others, so sadly...

And really, was that a reasonable meaning for bumping a week old thread? :P

Nah... :rolleyes:
  Beginner BeginnerMember since: 11.08.2010, 15:49Posts: 68 Likes: 0
 

 Post Topic:
PostPosted 17.08.2010, 15:19 
What can I use to replace the switch in multiplayer?

Doesn't Work:
- Switch
- InteractiveEntity


Image


Last edited by nebkat on 17.08.2010, 15:25, edited 2 times in total.
User avatar   Hardcore Modder Hardcore ModderMember since: 07.03.2008, 21:14Posts: 996Location: England Likes: 0
 

 Post Topic:
PostPosted 18.08.2010, 14:13 
why do you need one?

Flamers


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  Beginner BeginnerMember since: 11.08.2010, 15:49Posts: 68 Likes: 0
 

 Post Topic:
PostPosted 18.08.2010, 14:23 
In mesa, its a button to close and lock the gates at the prototype factory. Also I made some kind of auto turrets which will aim at the gates whenever they are opened, but I want a switch to make it turned on/off.


Image