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Post Posted: 27 Apr 2011, 05:57
Post Posted: 28 Apr 2011, 03:28
FraGnBraG wrote:Man, this is way harder than making CTF maps, lol I've had to spend time writing everything down on paper. Not that I am totally ignorant of how the process should go, but I didn't expect this part would be so time consuming! Anyways, I've got my story filtered down to something reasonable (i think). So it seems an act (as i've called it) represents more of a locale switch than a map, and a switch can occur a number of times in ONE map. Right now I see 3 maps for what I want to do (not including the Intro). Now I've started to write out all the events... (like writing a tv script, lol) So now my SP looks more like this: 1. Intro CS 2. Spaceship part of story + CS [basically shipwreck storyline]3. Skaarj Research facility + CS [prisoner/oppression storyline]4. Escape from Skaarj planet + CS [assisted prison break storyline]I'll guess should have 30-60 minutes of gameplay...Edit: Here's a little space craft...
Post Posted: 28 Apr 2011, 03:29
Post Posted: 28 Apr 2011, 05:22
Post Posted: 28 Apr 2011, 13:22
Post Posted: 28 Apr 2011, 14:02
Jet v4.3.5 wrote:Dude. I see the intro ships, after looking at it for a second, but the way you've combined stuff to make that ship was very intelligent.
Post Posted: 29 Apr 2011, 04:06
Post Posted: 29 Apr 2011, 16:48
redeye wrote:Hey if FNB can make the largest map known to man, all these little maps will be like ONP times 2.
Post Posted: 29 Apr 2011, 19:25
Post Posted: 02 May 2011, 11:00
Post Posted: 02 May 2011, 13:48
Post Posted: 02 May 2011, 19:00
integration wrote:Without coding the only way I am aware of is using EndGame as the levels GameType: This destroys all your inventory (not only weapons) when loading the map. But I don't think, this is what you were looking for.
Post Posted: 02 May 2011, 21:12
Post Posted: 03 May 2011, 07:44
Post Posted: 03 May 2011, 14:00
integration wrote:Hm, ZoneInfos have a variable called bNoInventory. It shall destroy an inventory, when it enters a zone. But collected weapons/items don't collide, so they shouldn't be affected by this.
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