"Para" mode broken?


Watchtower
09-20-2004, 02:55 AM
Is it not possible to make a working para map for steam's dod 1.3?

If not, why??

**edit: I am not refering to a Sturmbot 1.6 problem with the Para models not spawning.

greenhorn
09-20-2004, 05:46 PM
it would seem that you can still pick the para class, and pick no-respawns, but the round doesnt end when one team is eliminated.
as for why this was changed, i have no idea, all the entities are still there
i guess if it aint broke, break it!

swede
09-20-2004, 07:30 PM
hey man ok maby u dont know what i mean by para drop but if u ask nomad about his dritydozon map he well tell u cuz there is the para drop in it were the allies spwan inside a plane and thats there spwan and you run out of the plain u slowy flot to the ground and he used gravity changes i think cuz i played the map and its cool but there isnt a oping blast but u could probaly make one some how.

TheNomad
09-21-2004, 02:37 PM
i made a para example map where u jump out of a plane, and as swede said, its in dirtydozen.

i might update the example map and release it again sometime.

Dwin
09-21-2004, 03:13 PM
The Para code was taken out of 1.3, so it wont work.

Dirtydozen is a good map, but it looks stupid when seeing your teammates float down to the ground without a parachute, with their bodies upright. I thought of a way you could make it look more realistic, but it requires more work.

Sorry in advance if I get the entity names wrong. Immediatly after a player leaves the door, a trigger_push will push the player into the teleport. Once the player has entered the teleport, a trigger_changetarget will be triggered, changing the target of that teleport to 1 of 16 different targets.

The player will be able to teleport into 16 different "zones". Because the teleport target is changed after entering it, 2 players cannot be in the same zone at one time. While descending, trigger_gravities, trigger_pushes, and ambient generic's will simulate the opening of the parachute, and then descending with the parachute. Model gliders, paratroopers, and machine gun tracers flood the entire zone, so it doesnt seem like the player is alone.

Once the player reaches the bottom of the zone, he is once again teleported into 1 of 16 invisible platforms (1 for each zone). All the platforms are in the same area, and all players are visible to each other. Invisible walls will prevent players from being able to move around. An animated parachute model moves with the platform, making it look like the has his parachute open. Once the platform reaches the ground, it teleports back to it's original spot. The parachute model then returns to its original spot as well, after playing a collapsing animation. Where the parachute collapses, a flattened parachute model is rendered into view. Once the parachute model is rendered visible, it stays there until the next round begins.

:D

haircut
09-22-2004, 01:35 AM
nice posts swede and TheNomad but ...

Wasn't Watchtower's original question about DoD's para mode?

Is Dwin correct in saying: "The Para code was taken out of 1.3, so it wont work."

I dunno never tried a para map recently.

If the original post was about para drops, then I missed the point :confused:

TheNomad
09-22-2004, 03:21 PM
the code for para gameplay was taken out.

but i guess there are ways of recreating it, like making them spawn only once etc

Dwin
09-22-2004, 03:43 PM
What happens if you disable all the spawn points? What will happen to the players? Has anyone tried this?

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