Re: [Map] DM-Geometry
Posted: Sat Aug 14, 2010 4:40 am
Thanks Ant, for the replies in all issues.
About the trigger... I know a easier way of doing a trigger that will only work once.
All you have to do is place a use trigger, and change bTriggerOnceOnly to true, and on the mover change the initial state to TriggerControl. Tadaa.
That's what I did with all the doors in Time Travel, so once you unlock them, they stay open.
Going back to the adrenaline issue.
There are only 2 adrenaline pills in the whole map, one in the battle station which spawns 100 adrenaline every 30 seconds, and the cube which spawns 50 adrenaline each time you hit it... the cube has atleast a 5 second interval before it becomes active again.
I personally think the amount of adrenaline in this map is not excessive... but, if you want it changed, what would you say it's a good respawn time for it?
It took me a while to figure out a way to make the adrenaline spawn and disappear if it's not collected, so it doesn't spam.
I don't know if changing the respawning time will mess up the whole trigger... and I can see a lot of people complaining that they hit the cube and nothing happens, specially amongst all the monsters and the hits.
I know I said this before, but most players will be in the glass cube and wont go down to get adrenaline from the cube.
They will go into the battle station instead.
I think the adrenaline is fine the way it is now, but it's up to you really.
Changes:
I have placed a second teleporter conected between the glass cube and the battle ship, in case the primary teleporter fails.
[s]I will delete the use trigger and name the event in the movers to InvWave6, so the glass cube is only available from wave 6 onwards.[/s]
EDIT:
I will just leave the trigger.
I don't know what I'm doing wrong, but the invwave# event trigger isn't happening.
About the trigger... I know a easier way of doing a trigger that will only work once.
All you have to do is place a use trigger, and change bTriggerOnceOnly to true, and on the mover change the initial state to TriggerControl. Tadaa.
That's what I did with all the doors in Time Travel, so once you unlock them, they stay open.
Going back to the adrenaline issue.
There are only 2 adrenaline pills in the whole map, one in the battle station which spawns 100 adrenaline every 30 seconds, and the cube which spawns 50 adrenaline each time you hit it... the cube has atleast a 5 second interval before it becomes active again.
I personally think the amount of adrenaline in this map is not excessive... but, if you want it changed, what would you say it's a good respawn time for it?
It took me a while to figure out a way to make the adrenaline spawn and disappear if it's not collected, so it doesn't spam.
I don't know if changing the respawning time will mess up the whole trigger... and I can see a lot of people complaining that they hit the cube and nothing happens, specially amongst all the monsters and the hits.
I know I said this before, but most players will be in the glass cube and wont go down to get adrenaline from the cube.
They will go into the battle station instead.
I think the adrenaline is fine the way it is now, but it's up to you really.
Changes:
I have placed a second teleporter conected between the glass cube and the battle ship, in case the primary teleporter fails.
[s]I will delete the use trigger and name the event in the movers to InvWave6, so the glass cube is only available from wave 6 onwards.[/s]
EDIT:
I will just leave the trigger.
I don't know what I'm doing wrong, but the invwave# event trigger isn't happening.