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New Map----> The Shaft Beta(Info)
Posted: Sun Sep 23, 2007 3:52 pm
by D£PP
This is b30 to bsp converson where the island part that is cut out from the island mod( The Levels underneath the island) become a area for serious close combat fighting. I found this map while searching through Swords modding stuff. With Sword's permisson, I will complete the map by adding new weapons and maybe a wasp or two. It should be completed within the week so look forward to an awsome new map!
‡‡D£PP‡‡
Posted: Mon Sep 24, 2007 4:15 am
by Ragnarok
HEY!!!!! im doing that already you bum
Posted: Mon Sep 24, 2007 10:39 am
by D£PP
lol, we'll see who finishes and does the best job first, :p. Dont' worry, maybe we'll do different versons.
D3PP
Posted: Mon Sep 24, 2007 10:55 am
by Moxus
I considered doing this a while ago, but never got the answer on how to export the BSP and Scenario without breaking the map. Now I've got another idea in mind......
-=Moxus=-
Posted: Mon Sep 24, 2007 12:11 pm
by Shodos
with one of these please

Posted: Mon Sep 24, 2007 12:13 pm
by x1MCMAXx
Moxus wrote:I considered doing this a while ago, but never got the answer on how to export the BSP and Scenario without breaking the map. Now I've got another idea in mind......
-=Moxus=-
Moxus just import the shaft bsp only.... then import a bunch of things to hide behind.
The ultimate close combat map!
Posted: Mon Sep 24, 2007 1:23 pm
by D£PP
ye, it is a great close combat map. Mabye i'll put a new close range weapoon in... like a sword! :p.
‡‡D£PP‡‡
Posted: Mon Sep 24, 2007 3:44 pm
by x1MCMAXx
No not a sword.... I'm gonna work on a completely new custom weapon. It's gonna run off of the plasma pistol's base so i can have two firing modes.
Posted: Mon Sep 24, 2007 4:00 pm
by Kayar
Ooh, speaking of firing modes! I've been wanting to know this, how DID Sword get dual weps to work with the secondary fire set to the grenade key like that? In eschaton there are a bunch of flags for secondary trigger, but I've got no idea what they do or how to use them. Perhaps he imported from CE or something, or is there a way to do it?
Posted: Mon Sep 24, 2007 4:54 pm
by draconic74
Secondary Trigger uses seperate ammo (also can use multiple regular or no ammo)
Secondary overrides nades (or charge, or "slaved to primary"-meaning fires at same time)
Then disable nade use with that weapon.
I cant remember how, but I managed to make a PP that fired regular bolts at automatic rates, with no ammo deduction, and fired the secondary when you hit the right mouse button. Hehehe. I believe it was used for a push/pull gun that only ended up levitating objects... Dang. At least thats close to pulling, but not quite.
Posted: Mon Sep 24, 2007 6:44 pm
by Shodos
draconic74 wrote:Secondary Trigger uses seperate ammo (also can use multiple regular or no ammo)
Secondary overrides nades (or charge, or "slaved to primary"-meaning fires at same time)
Then disable nade use with that weapon.
I cant remember how, but I managed to make a PP that fired regular bolts at automatic rates, with no ammo deduction, and fired the secondary when you hit the right mouse button. Hehehe. I believe it was used for a push/pull gun that only ended up levitating objects... Dang. At least thats close to pulling, but not quite.
yeah I remember that one. I found that rightclick+leftclick made things rise reallly fast.
how did you do that?
edit: make stuff levitate.
Posted: Tue Sep 25, 2007 2:23 am
by Moxus
x1MCMAXx wrote:Moxus wrote:I considered doing this a while ago, but never got the answer on how to export the BSP and Scenario without breaking the map. Now I've got another idea in mind......
-=Moxus=-
Moxus just import the shaft bsp only.... then import a bunch of things to hide behind.
The ultimate close combat map!
'Tis not a bad idea. I may try that.....
-=Moxus=-
Posted: Tue Sep 25, 2007 2:34 am
by Mota-Lev
Ummmm I've got this finished mod. Its in the thing called Even More Stuff 2.
Posted: Tue Sep 25, 2007 8:32 am
by draconic74
Shodos wrote:draconic74 wrote:Secondary Trigger uses seperate ammo (also can use multiple regular or no ammo)
Secondary overrides nades (or charge, or "slaved to primary"-meaning fires at same time)
Then disable nade use with that weapon.
I cant remember how, but I managed to make a PP that fired regular bolts at automatic rates, with no ammo deduction, and fired the secondary when you hit the right mouse button. Hehehe. I believe it was used for a push/pull gun that only ended up levitating objects... Dang. At least thats close to pulling, but not quite.
yeah I remember that one. I found that rightclick+leftclick made things rise reallly fast.
how did you do that?
edit: make stuff levitate.
I cant remember exactly, only that someone found a "gravity gun" mod, which meant the pistol fired would bring stuff at you, the AR would throw stuff away, and then a couple other useless changes. So I reverse engineered the mod using Hex, I think. Or maybe Eschaton. But the point is, it didnt work how it should have. Instead of pulling, it levitated.
All I remember is that the gun fires 100's of times a second and the projectiles travel at least 1000000 with a force of something equally as great. (but by adding an extra 0... you just get a force gun

)
Posted: Wed Sep 26, 2007 2:47 am
by Jello!
Force guns can make players without the mod think they are lagging.

So they most likely will quit.