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RE: Decoding Traps
Posted: Fri Jul 22, 2005 4:18 pm
by ShadowHawk
Send me your .xsi file and I'll take a look at it.
RE: Decoding Traps
Posted: Sun Jul 24, 2005 4:11 pm
by Astute
Trying to catch up with posts, blasted MMORPG's
>Qdin: Actually, there are no animations, i decided that i wanted my trap to be solid, but not lethal. The way i've set it up you can even have your trap heal, and with what i'm trying to do with the boulder, walk on it.
>ShadowHawk: Sure thing, just need your email, i think i had it, but for some reason my savebox was empty. (might have been my fault)
btw, how do i set up the avatar... seems like i'm the only one without it.
RE: Decoding Traps
Posted: Sun Jul 24, 2005 4:14 pm
by fruitymarshmallow
Hmm, have you noticed those swinging tree branches in endor bunker? is that included in bfbuilder?
RE: Decoding Traps
Posted: Sun Jul 24, 2005 4:23 pm
by Astute
I'm not sure, it might just be a prop like the naboo vines.
RE: Decoding Traps
Posted: Sun Jul 24, 2005 4:30 pm
by ShadowHawk
admin at shadowlan dot org.
RE: Decoding Traps
Posted: Wed Jul 27, 2005 2:00 pm
by Astute
hey Shadowhawk, i sent the boulder, waiting for a reply.
RE: Decoding Traps
Posted: Thu Jul 28, 2005 4:47 am
by ShadowHawk
got extremely busy. just found out that the VA has jiffed me close to $800 for my school. So I'm having to gather proof I took the classes and find out why they were not sent to my councilor in the first place. that and trying to catch up in my college algebra class and helping others, i am well over my head. I do appologize and I'm praying that I can get everyone's stuff this weekend. The stress is starting to get to me and I'm afraid I might take it out on someone, so if I seem like an A-hole in the next few days, that is why. Again sorry.
RE: Decoding Traps
Posted: Thu Jul 28, 2005 5:52 am
by Qdin
that's ok
Astute, do you have msn or Xfire or ICQ or anything so you can contact 'us'?
and I also learned about 'AnimationTrigger's the last few days

and I'm gonna use them o my Unit I'm creating
and fruitymarshmellow:
the ewok AT-ST - tree-smasher

IS in the Assets under Shipped Common Animations > end_weap_treesmash
and if you look at the folder next to: end_weap_tripwire
I think they should've added the tripwire into the game

but maybe its not done yet..? anyways - try it out
Cya
RE: Decoding Traps
Posted: Thu Jul 28, 2005 3:17 pm
by Astute
No prob shadowhawk, i decided to go back and work on my beam while i was waiting anyway. Well i dreamed of a day like this, the beam now homes in on a vertical axis to compensate for your height, no longer will it shoot at the ground. With it fully functional i can now go on to finishing my map, which will use this beam as a triggering mechanism for a powerful sith weapon that either side can unlock.
RE: Decoding Traps
Posted: Thu Jul 28, 2005 3:25 pm
by Qdin
ahh - great
so you DREAMT of it???
I know the good feeling

I dreamt about SWBF too - and now I know how to create the BEST playable Jedi

lol
so keep dreaming
but you never really answered my question

RE: Decoding Traps
Posted: Thu Jul 28, 2005 7:24 pm
by Astute
Sry about that, what i meant by dreamt it was i was hoping that i could fix this stupid bug that has been driving me crazy for some 4 weeks, and yeah i have an xfire account: Astute1011
RE: Decoding Traps
Posted: Fri Jul 29, 2005 1:52 pm
by Astute
Just an update of what i've uncovered, I've figured out a way to couple my laser with other props and objects ingame, effectivly rigging a beam system which sets off another, and another, leading up to the hidden energy cannon that i've placed on the map. Best part is that you can only activate this cannon by activating the lasers, so no one can just go up and repair it with a tool. I've also added other secrets to my map, which if you are able to find them, will aid your side. I should have this map done soon, unless i run into problems.
Posted: Fri Jul 29, 2005 7:31 pm
by LK-452
Thats a great idea, also you can add doors that open star wars style, i just thought that there is no sliding/opening doors in SWBF.
Posted: Sat Jul 30, 2005 5:49 am
by Qdin
yeah
but its easy done
Saturn is doing it, but its taking its time - and NOONE wants a crappy door

there SHOIULD be some style or something

lol
but don't worry
if I have time to do it, I'll maybe create a door or something too

Posted: Sat Jul 30, 2005 7:06 am
by Bulldog
Aren't there doors in Jabba's Palace- you could have a look at those
Posted: Sat Jul 30, 2005 12:20 pm
by LK-452
The only door in jabbas palace(atleast that opens) is the trap door.
Posted: Sat Jul 30, 2005 1:34 pm
by Bulldog
In the prison there's 6 or 7 doors around the chamber with the CP in it, and a couple more doors in the corridor leading to the stairs up to the throne room- they all seem to open for me
Posted: Sat Jul 30, 2005 7:59 pm
by Qdin
ya - thats true
but as I said, its no big deal to create a door

unless you want to create a cool door

Posted: Sun Jul 31, 2005 1:46 pm
by Astute
lol you could probably just flip those doors side ways and call them blastdoors.
Posted: Sun Jul 31, 2005 3:48 pm
by Qdin
lol