In a third or 1st person game, how do I make indoor areas, with a roof?

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Bob Frank

Guest
In a third or 1st person game, how do I make indoor areas, with a roof? (that doesn't look tacky) Like caves with tunnels, or inside an inn.
 
Y

YosLin

Guest
Well that shounds kinda hard but might be able to import some models or something to look like roofs and put them in the rooms as doodads

not comlpetly sure this will work how you want it
 
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Dr4gonL0rd

Guest
Im not sure that this could even work cause (atleast in ROC) you cant go under anything, even a bridge.
 
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Bob Frank

Guest
Hmmm... I was thinking you might be able to change the visual size of arch doodads or something, and put them really close together... If anybody has any ideas, please post them. I'll experiment.
 

Duwenbasden

Ver 6 CREATE energy AS SELECT * FROM u.energy
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No, some doodads are coded so units walks on top of them (see: tree). Try using walkable doodads and adjust the height of them.
 

Demonfaze

8 yrs. Hell, it's been a long time.
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u could manually build the roof out of flattened tables, modified columns, etc...

*ctrl+page up and page down to move them up and down
*make sure to have them not have a pathing map (so you can stack them)
--> you can use pathing blockers later if the map will be playable
 
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Bob Frank

Guest
Yeah, that combined with changing the pathing so the doodads will fit together works. I've successfully made an indoor cave; looks pretty good, too.
 

TPOX

New Member
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Yes, use archs for caves and use tables for roofs.
Heres a pic of sorta what it looked like for me, just a quick make.
 

Demonfaze

8 yrs. Hell, it's been a long time.
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wow that screenshot is awesome lol

the gun , crosshair, everything :p
 
B

Bob Frank

Guest
Lol. FarCry guns. Is that map in 1st person? I'm still trying to make mine 1st person... : (
 

TPOX

New Member
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actually its BF2. Ya its fps view and you move around with the keyboard, and it has like aiming views and scope views on the guns.

If your still having trouble with FPV:

Code:
        Camera - Lock camera target for (Picked player) to PlayersShooter[(Player number of (Picked player))], offset by (0.00, 0.00) using The unit's rotation
        Camera - Pan camera for (Picked player) to ((Position of PlayersShooter[(Player number of (Picked player))]) offset by 0.00 towards (Facing of PlayersShooter[(Player number of (Picked player))]) degrees) over 0.25 seconds
        Camera - Set (Picked player)'s camera Rotation to (Facing of PlayersShooter[(Player number of (Picked player))]) over 0.25 seconds
        Camera - Set (Picked player)'s camera Far Z to 1000000000.00 over 0.00 seconds
        Camera - Set (Picked player)'s camera Field of view to 120.00 over 0.00 seconds
        Camera - Set (Picked player)'s camera Height Offset to 100.00 over 0.00 seconds
        Camera - Set (Picked player)'s camera Angle of attack to 360.00 over 0.00 seconds
        Camera - Set (Picked player)'s camera Distance to target to 0.00 over 0.00 seconds

Thats the basic code, you can change it around and change picked player to something else or whatever. And use a .10 or .01 periodic timer. Id suggest .10.

And also, so you wont see your unit flashing on the screen, use:

Code:
        Custom script:    if GetLocalPlayer() == GetOwningPlayer(GetLastCreatedUnit()) then 
        Custom script:    call SetUnitVertexColor(GetLastCreatedUnit(), 255, 255, 255, 0) 
        Custom script:    endif

You can change the last created unit though, but basically I added this right after the unit was created in begginning of the game. So you wont see your unit, but other people will.



I have a whole map with like 5 or more different guns, with filters of the gun and aiming views and scope views of the guns and gun sounds ect. But I just havent felt like working on it the past few weeks dunno why.
 
B

Bob Frank

Guest
Thanks. It works!
Except the transparency bit :( - I'm a complete and utter n00b when it comes to scripting.

I'm also a partial n00b when it comes to triggers. Can you post how you got the keyboard controls working? I can't work out how to rotate the camera and unit according to where it's facing already, using the left and right arrows (or a and d keys).
 
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Bob Frank

Guest
Sorry about the double post... What you posted before does the camera rotation - But I still can't work out how to rotate the unit itself according to where it was facing when you pressed the keys.

Also, the way I get the unit to move foward is to move to a point on the edge of the map, which works... But the unit automatically attempts to dodge obstacles, and path it's own way there. Does anybody know how to get by this?
 

rtatpi

New Member
Reaction score
3
Wow that's such a cool first person effect. I'm trying to smooth out my own third person affect.

As for your last question, you could use another form of movement, like keyboard. I found a demo map of movements by keyboard, off this site actually. here is the link:

keyboard movements :)
 
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Bob Frank

Guest
I'm not looking for that kind of keyboard movement - That moves according to the map, I'm looking for something that moves according to the unit.
 
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AK-47Pirates

Guest
Edit

I found a great page that tells you how to make roofs using walls and elevators, I'll add the link to the page when I get home. :banghead:
 
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Bob Frank

Guest
I've tried that... It will stop when it reaches 20, or whatever you set it to. Then you have to press it again to continue.
 
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