Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Joker

#1
Maps in Progress / KF-Isoloation
March 20, 2010, 10:26:55 PM
Well made a map since i  forgot everything i did learn from KF-SDK but now i learned a little bit more :D!

http://www.megaupload.com/?d=VBL94MOZ - is Map.

Its not completely done or decorated but meh just wanted to make it look "cool?"


^^ be cool if you told me what was wrong with it.
#2
Unreal Engine 2 General Modding Chat / Well :/
June 30, 2009, 09:04:02 AM
after i quit my old map i went to go and try out new ideas of mine since i dont play KF alot anymore :/


Right now im testing out the power of the LAW and Emitters/Movers/Netaktors/Triggers for my explosive ideas lol

anyways i thought by making a skybox i could fix this (i wanted my giant dome a DOME? lol)

anyways if anyone could tell me whats wrong >.< Ive had this before and corrected it before but i dont wanna do that :/
anyways (If i use a solid texture such as brick, instead of glass it doesnt do this... but  i thought the skybox would help guess not D:)

anyways heres screenys D: please tell me whats causing it and ill try and fix :D
----------------------------------------------------------------------------







---------------------------------------------
if you can tell me how to avoid :/ OH and a quieston..
How would i make a skybox work?
i have it set up but how would players be able to notice it O_O
#3
Soooooooo

Now that I know this I think it would be possible to have more dramatic and some what story or objective based progressions?

My idea is simple:


having triggered emitters wired by a use trigger? If that is possible all that i know is that it can be used by  triggers i havnt looked into this personally.

Preety much using a computer as the static mesh for the Use Trigger :D and having it unhidden so its a visible static mesh (So you have pinpoint exact location of using the use trigger :P instead of moving around a little dinosaur head -.-") And then have emitters around a door probally barricaded with many objects  then causing the emitters (Probally explosion or fire) going off once they trigger the emitter and a invisible  Mover (lol im just throwing out ideas it probally is impossible) causing well over 100k+ damage since the barricaded door will be caused by netaktors and have there health at around 99k damge :D

so the mover movers in by the trigger and emitter at once and boom

the barricade is gone and emitters go off. (With of course the barricade being a netaktor have a destruction effect :D?)


If you guys think its a good idea tell me :/

~and the netaktors unshoveable so players will not notice the mover :D *Id go for a mover directly ontop of the part its going through going straight down so it would vanish instantly (with a mover speed of 1second of course :/ you want it done quickly) :D!
#4
Unreal Engine 2 General Modding Chat / need help :/
June 17, 2009, 07:42:49 AM
My editor isnt snapping :/ edShouldSnap is toggled to true but its i guess you could say False on its own?
#5
Unreal Engine 2 General Modding Chat / Gaw... -.-
June 16, 2009, 08:35:28 AM
Well, Right now im trying to see if I have the right to use the Static Mesh lasers from TheHive...

And I've got a huge problem i know for one i can take it without asking thats me being a jackass :/ (Maps are public) but id rather have permission.
Soo im having trouble Personal Messaging him (KiCK3R) And i cant tell if im messaging him or not my sent box still remains at 0 -.- and i have no replys.

So if someone could message him for me :/ or something~ Im thinking about just using it -.-
#6
Unreal Engine 2 General Modding Chat / Fluid
June 14, 2009, 04:22:11 AM
Where is the fluidsurface? ive looked everywhere >.<



Also anyone know how to make specimens use elevators? or should i just make a warp zone to a zombiezone room?
#7
Alrighty well last night i tried making a actual unnoticeable trapdoor? but in the end you cant even see it -.- so i got off UnrealLevel because i was mad -.-

I went to play KF-Defence and noticed the walls were doors so i went to check it out in UnrealLevel and found out it was a bloody trader door.

Can anyone tell me if its possible to make it a static mesh? or something? i actually want to make a wall such as the trader door for KF-Defence, placed on the ground or on a hallway so players can fall through with it being fully visible but with no collision (Please note i already know how to make static meshes not collide :))


SO~!

Can anyone help and if you're confused ask me :O i confuse my self sometimes >.>
#8
Maps in Progress / New Map MAKER: Need some help :p
June 07, 2009, 01:31:55 AM
Well i've NEVER made a map.

Really this map is completely random and a test, a collab of bits and peices of which i hope to have in a map one day
I dont have screenshots are anything yet im not worrying about that till the end anyways.ive seen Sandcrawlers and the other's of the sites work, I was wondering, "How the hell do these pro map makers have a empty site?"

Im not really sucking up you guys have awesome maps, but in the making of mine i came across a bug with the pruning of my reachspecs and was wondering if one of you could look at it in the editor and see if you can help show me the problem eh? I removed all zombie spawns and everything since i know where the bugs are for those :p


oh yeah i forgot a link >.> here's map: http://www.mediafire.com/download.php?ymwtvnmw5kd
Please note its not really a beta or a finish like i said just a collab of random junk :D? and i have like 50 bugs that i will fix