WIP - BDX_Hostile_C4

13

Comments

  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,193Player
    edited June 2016
    Just use stairs guys, spare yourselves the headache and time :lol:

    Stick a sign next to the lifts.. "Out of Order"
    If my trollery drives you crazy, you'd better put on your seatbelt.






  • [Prt_Dictator][Prt_Dictator] Posts: 275Player
    Make sure to test people with different pings to see if the delay you used to fix the desync holds up.
  • Keebler750Keebler750 Posts: 3,621Player
    ^^ I agree that may end up being an issue!
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  • Keebler750Keebler750 Posts: 3,621Player
    edited June 2016
    Here's something interesting:

    The elevator seems to de-sync while moving if the round ends due to killing opfor, but will stay in sync if the round times out while its moving. You can actually see the elevator finish its cycle.

    The only other issue is when a player gets chopped in half by the elevator (I had the doors disabled for the test...)

    I'm having a great ol' time doing this stuff...very challenging. My building has multiple ways to the top, and the elevator is better than ladders. Now THOSE are a death trap!

    If I don't end up with a successful map (and I DO want to...) then at least I've progressed past placing random trees and rocks.
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  • Keebler750Keebler750 Posts: 3,621Player
    I'm seeing inconsistencies as to when the server desyncs the elevator.

    In research, I'm seeing "relevance" and NetPriority as suspicious potential culprits but have no idea how to address it.

    I think server tick rate and the above properties might affect how the server keeps track of an actor even more than player ping. That is, actors considered unimportant, like a mere animation, might get lost as the server tracks supposedly more important stuff.

    Except I need to tell it to keep track of the elevator and I have no idea how.

    :s

    I'm always trying to do things I shouldn't. They call that 'learning the hard way.'
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  • [Prt_Dictator][Prt_Dictator] Posts: 275Player
    NetUpdateFrequency is what you would have to change to make it smoother most likely. I don't think you can change that nor the NetPriority is the editor.
    Its why complex gameplay essential objects should be coded in instead of built in the kismet script.

    Maybe changing the values with ModifyProperty could work, not the ideal solution.
  • Keebler750Keebler750 Posts: 3,621Player
    Regardless of what happens with that, i think I may move to what I think will be a more robust way of using Matinees to move between floors. The way I'm doing it now is too easy to screw up the pointers for the location.
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  • Keebler750Keebler750 Posts: 3,621Player
    edited June 2016
    I've still got A LOT to fix with my routes, chokes and objectives. This is what I've been working on behind the scenes, but it hasn't made it to the public build yet.

    If you're subscribed to this map, you won't see THIS:

    m1ISCTd.jpg

    a51kjZH.jpg



    ...because I've been working on THIS:

    BFXiJ7A.jpg

    :)

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  • Keebler750Keebler750 Posts: 3,621Player
    edited June 2016
    I changed my elevator movement from the former sequence, to the latter.

    I also polished up button, door and elevator logic, advanced features, and inner and outer door movement modules in the code.

    The first one worked in the editor, but I have NOT managed to get the second one to de-sync on a server yet, so...here's hoping! :D

    From this...
    kmYRbOA.jpg

    To this...
    sN8y6Ym.jpg
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  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,193Player
    It's hurting my brain just to look at it :lol:

    If my trollery drives you crazy, you'd better put on your seatbelt.






  • Keebler750Keebler750 Posts: 3,621Player
    Aw...c'mon!!!! I love it! It looks...........beautiful!!! :D
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  • Keebler750Keebler750 Posts: 3,621Player
    I had an interesting scare with my new elevator.

    Heading to the basement, I kept getting 'scraped' out through the elevator roof, and I thought it was de-syncing on me.

    Ends up an edge of the landscape that is disabled with the Visibilty Tool was sticking out just at the edge of the elevator shaft and if I stood at the back of the elevator I got caught on it.

    Easy fix!! :)
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  • Keebler750Keebler750 Posts: 3,621Player
    Here it is, out for a weekend preview prior to the finishing touches for the contest!

    BDX Hostile has two working elevators, skylights you can drop through Mission Impossible-style, a tunnel and lots of sand....

    Still needs more gameplay work, light and art, but I'm getting there....slowly.... :p

    Check it out at http://steamcommunity.com/sharedfiles/filedetails/?id=664306947

    zXbO6w7.jpg View from the ocean

    ziImWEV.jpg Defense Courtyard

    5TDFU4k.jpg Towards the ocean

    DmYaeqk.jpg Rooftop missile threat

    MIB0FdJ.jpg Main objective

    neBGVlt.jpg West choke

    qUA7sUw.jpg 2nd working elevator with selectable floors

    4ArEzy7.jpg Overview of routes
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  • -SD-Maclobster-SD-Maclobster Posts: 222Beta Tester
    nice work keebler :+1:
    (\/) (',,') (\/)
    Pipeline
    AA2 Hospital
    HonorTown
  • Keebler750Keebler750 Posts: 3,621Player
    I did it!!

    oXeICPQ.jpg

    070P105.jpg
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  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,169Player
    looks good. :+1:
  • Keebler750Keebler750 Posts: 3,621Player
    Thanks guys. I'm REALLY worried about the game play. I have no idea what I'm doing and it's really hard to learn on the fly! :open_mouth:

    I do feel like I upped my game a bit from AllTerrain though...! :)
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  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,169Player
    It only gets better from her on out. Of course, that's if you stay with it. ;)
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