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Author Topic: SMOD: DEATHMATCH |||| INFORMATION, GAMEMODES AND UPDATES  (Read 15835 times)

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Offline Xamp

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Re: [WORK IN PROGRESS] ==== [SP] SMOD: DEATHMATCH [SP] ====
« Reply #30 on: January 12, 2013, 05:33:30 PM »
To be honest, i like the idea of pickup powerups, maybe like, increased health or increased weapondamage.


On wall duty again

Offline The Commander

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Re: [WORK IN PROGRESS] ==== [SP] SMOD: DEATHMATCH [SP] ====
« Reply #31 on: January 14, 2013, 12:35:36 AM »
To be honest, i like the idea of pickup powerups, maybe like, increased health or increased weapondamage.

I will consider it.


Nice, I haven't seem many SMOD mods with lua involved. A request if I may, can you include a player load-out system? You know, the player picks a set of guns and goes to a map to fight with those weapons selected? I have a basic lua code snippet for such a thing if you wish to examine it.

Interesting idea, I can see how that could be coded, but I would not mind seeing your version though.


Without the kick and the bullettime it is just a HL2 CoD mod or something.

Have a look at the earliest video, you will see that both kicking and bullettime are still in this mod.

__________________________________________





Regarding progress... The CTF gamemode is nearly complete! See the first post for more information on this gamemode.



I am also working on a system that will possibly allow the AI to use ladders, teleports and elevators. At this moment, I can get the AI to "use" basic func_doors and func_door_rotatings.
« Last Edit: January 14, 2013, 12:41:02 AM by The Commander »
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Offline sirmasters

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Re: [WORK IN PROGRESS] ==== [SP] SMOD: DEATHMATCH [SP] ====
« Reply #32 on: January 14, 2013, 03:32:07 AM »
To be honest, i like the idea of pickup powerups, maybe like, increased health or increased weapondamage.

I will consider it.


Nice, I haven't seem many SMOD mods with lua involved. A request if I may, can you include a player load-out system? You know, the player picks a set of guns and goes to a map to fight with those weapons selected? I have a basic lua code snippet for such a thing if you wish to examine it.

Interesting idea, I can see how that could be coded, but I would not mind seeing your version though.


Without the kick and the bullettime it is just a HL2 CoD mod or something.

Have a look at the earliest video, you will see that both kicking and bullettime are still in this mod.

__________________________________________





Regarding progress... The CTF gamemode is nearly complete! See the first post for more information on this gamemode.



I am also working on a system that will possibly allow the AI to use ladders, teleports and elevators. At this moment, I can get the AI to "use" basic func_doors and func_door_rotatings.

Here's my common.lua (Without the default SMOD stuff there)
The Example Mapadd Text File
The Example Lua Mapadd File

I would explain things, but my fingers are freezing! T_T
._. I love coffee.

Offline Counter-Life™

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Re: [WORK IN PROGRESS] ==== [SP] SMOD: DEATHMATCH [SP] ====
« Reply #33 on: January 14, 2013, 01:42:39 PM »
To be honest, i like the idea of pickup powerups, maybe like, increased health or increased weapondamage.

I will consider it.


Nice, I haven't seem many SMOD mods with lua involved. A request if I may, can you include a player load-out system? You know, the player picks a set of guns and goes to a map to fight with those weapons selected? I have a basic lua code snippet for such a thing if you wish to examine it.

Interesting idea, I can see how that could be coded, but I would not mind seeing your version though.


Without the kick and the bullettime it is just a HL2 CoD mod or something.

Have a look at the earliest video, you will see that both kicking and bullettime are still in this mod.

__________________________________________





Regarding progress... The CTF gamemode is nearly complete! See the first post for more information on this gamemode.



I am also working on a system that will possibly allow the AI to use ladders, teleports and elevators. At this moment, I can get the AI to "use" basic func_doors and func_door_rotatings.

La-la-ladders? EPIC!

Offline TheMann25

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Re: [WORK IN PROGRESS] ==== [SP] SMOD: DEATHMATCH [SP] ====
« Reply #34 on: January 14, 2013, 11:25:56 PM »
All I have to say is. I like it!  8)
This is a catchy signature.

Offline The Commander

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Re: [WORK IN PROGRESS] ==== [SP] SMOD: DEATHMATCH [SP] ====
« Reply #35 on: January 16, 2013, 10:03:37 PM »
Here's my common.lua (Without the default SMOD stuff there)
The Example Mapadd Text File
The Example Lua Mapadd File

I would explain things, but my fingers are freezing! T_T

Thanks, I'll have a look at it later.

__________________________________


Regarding progress again, I have added two more CTF maps - ctf_developer and ctf_portalstorm - to the ctf map list.


The portals/teleports and func_doors in ctf_portalstorm work with the AI fully now thanks to my new player naming system and instant_triggers via LUA.

The ladder system is coming along nicely as well, I have been making use of it in ctf_lambdabunker, here is a small demonstration video:

Video - TinyPic - Free Image Hosting, Photo Sharing & Video Hosting


Soon I will start working on the elevator system and then update the older DM maps so that NPCs can use func_doors, func_door_rotatings, ladders, elevators and teleports.
YORE DEAD FREEMAN

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Offline Counter-Life™

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Re: [WORK IN PROGRESS] ==== [SP] SMOD: DEATHMATCH [SP] ====
« Reply #36 on: January 16, 2013, 10:25:12 PM »
Here's my common.lua (Without the default SMOD stuff there)
The Example Mapadd Text File
The Example Lua Mapadd File

I would explain things, but my fingers are freezing! T_T

Thanks, I'll have a look at it later.

__________________________________


Regarding progress again, I have added two more CTF maps - ctf_developer and ctf_portalstorm - to the ctf map list.


The portals/teleports and func_doors in ctf_portalstorm work with the AI fully now thanks to my new player naming system and instant_triggers via LUA.

The ladder system is coming along nicely as well, I have been making use of it in ctf_lambdabunker, here is a small demonstration video:

Video - TinyPic - Free Image Hosting, Photo Sharing & Video Hosting


Soon I will start working on the elevator system and then update the older DM maps so that NPCs can use func_doors, func_door_rotatings, ladders, elevators and teleports.

This is. SO EPIC!

Offline IronCore

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Re: [WORK IN PROGRESS] ==== [SP] SMOD: DEATHMATCH [SP] ====
« Reply #37 on: January 17, 2013, 08:37:24 AM »
wow!
I'm so in-love to SMOD...PERIOD!

Offline Pepsifan04

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Re: [WORK IN PROGRESS] ==== [SP] SMOD: DEATHMATCH [SP] ====
« Reply #38 on: January 17, 2013, 01:00:46 PM »
so it's actually possible via lua;make NPC's to use ladders.
Good to know thtat :D
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Offline Xamp

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Re: [WORK IN PROGRESS] ==== [SP] SMOD: DEATHMATCH [SP] ====
« Reply #39 on: January 17, 2013, 02:19:57 PM »
Oh boy, NPCs with the ability to climb or "use" ladders?

« Last Edit: January 18, 2013, 01:27:14 PM by BIZ »


On wall duty again

Offline The Commander

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Re: [WORK IN PROGRESS] ==== [SP] SMOD: DEATHMATCH [SP] ====
« Reply #40 on: January 18, 2013, 07:22:37 PM »
I have just finished the elevator system. I have made the small elevators and ladders on "crossfire" usable for the npcs and hopefully I can get another video uploaded showing this off soon.
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Offline The Commander

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Re: [WORK IN PROGRESS] ==== [SP] SMOD: DEATHMATCH [SP] ====
« Reply #41 on: January 18, 2013, 08:12:48 PM »
Here it is:


Video - TinyPic - Free Image Hosting, Photo Sharing & Video Hosting


The ladder, elevator, door and teleport systems will be integrated with other maps within the coming days.
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Offline Counter-Life™

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Re: [WORK IN PROGRESS] ==== [SP] SMOD: DEATHMATCH [SP] ====
« Reply #42 on: January 18, 2013, 08:43:12 PM »
Here it is:


Video - TinyPic - Free Image Hosting, Photo Sharing & Video Hosting


The ladder, elevator, door and teleport systems will be integrated with other maps within the coming days.

God of LUA. Nuff said.

Also, would it be possible to use this in the original HL2 maps? The ladder stuff I mean.

P.S.: Are those Beta Combine sounds I hear there?
« Last Edit: January 18, 2013, 08:45:52 PM by Counter-Life™ »

Offline The Commander

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Re: [WORK IN PROGRESS] ==== [SP] SMOD: DEATHMATCH [SP] ====
« Reply #43 on: January 18, 2013, 09:03:49 PM »
God of LUA. Nuff said.

Also, would it be possible to use this in the original HL2 maps? The ladder stuff I mean.

P.S.: Are those Beta Combine sounds I hear there?

Thank you, I am glad you appreciate my work!

It is possible to use the ladder system in original half life 2 maps, but you will have to make use of a naming system and node tricks to make sure the AI does not stop using the ladders. It is not as rigorous as the elevator system though.

@P.S: Yes, those are Beta Combine sounds you hear. I will probably be including them along with Beta metropolice sounds when the modification is released.
« Last Edit: January 18, 2013, 09:05:53 PM by The Commander »
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Offline The Commander

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Re: SMOD: DEATHMATCH |||| INFORMATION, GAMEMODES AND UPDATES
« Reply #44 on: January 20, 2013, 02:35:53 AM »
I have just finished the Headcrab Hunters gamemode. See the first post for more information.

I plan on uploading a video about the new gamemode sometime tomorrow.
YORE DEAD FREEMAN

WEVE GOT HAWSTILES