![Smile :-)](./images/smilies/icon_smile.gif)
@papercoffee: these looks better ?
![Image](http://i61.tinypic.com/2w2eqon.jpg)
it does seem like mapping is dead - not really - there's some other's maps in dev, like redFist's but he has his own thread for the map...Isotoxin wrote:This is so quiet now a days, what happened here?
Code: Select all
var bool bTrue; //Def=True, used for multilanguage support
...
if ( (ConsoleCommand("get ini:Engine.Engine.GameEngine bHackedEngine") ~= GetPropertyText("bTrue"))
&& int(ConsoleCommand("get ini:Engine.Engine.GameEngine Version")) >= 10 )
default.bUseXCGE10=True;
...
if ( !default.bUseXCGE10 )
Warn("Cannot use this feature.");
else
ClockOurIterators();
Well the basis of this TOD map _was_ a working ut assault map with all 15 fort-stands and lots of associated dispatchers etc. At one point the map did suffer from the "1000 pathnodes" curse, but i did fix that. by simplification of the path network.Higor wrote:He he he, wait til you have to path-node it.
I was trying this add-on, I don't know what I need because it looks uncompilable in my environment even having engine declared into ini.Higor wrote:Before super long iterator, do Time=appSeconds();
Code: Select all
native(643) static final function float AppSeconds();
so i figured, okay - let's see how they do... i pathed the first 3 sections in a minimalist way and ran map up to the point i completed the paths, and wow is this working great!! they burn through the monsters, while i stand back and watch, lol! get this - they buggers even take the objectives and flock to the waypoints like good little robots!!! except for one area where i had a bad lag-out for about 30 seconds (probably spawning too much at once in an area that's has tons of volumetric lighting) ultimately causing a failure of some sort where a critical boss did not spawn... oh well, not sure whats up with that.. i'll see how far i can go with pathing the rest...Higor wrote:He he he, wait til you have to path-node it.