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Thread: CTF-SharkTank

  1. #21
    Rampage (bO.o)b's Avatar
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    Higor something strange is happening with the sharks. Reduced Damage is 100%, they are 10HP. They cannot collide with Players or Projectiles, yet of 4 sharks in the main tank, 3 of the sharks die.

    If you nuke the sharks once, one shark disappears. Not sure if i saw a carcass, but I dont think so.
    If you nuke the sharks a second shark disappears.
    If you nuke the sharks thrice, another disappears and one remains.
    The one that remains was nuked multiple times and didnt disappear.

    What's going on? Survival of the Fittest? xD

    Teach me to add a shark spawner

  2. #22
    Whicked Sick Higor's Avatar
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    First off, make sure your custom sharks have all the desired values as default, so spawning them gives them said default values.
    Second, do you want a timer between spawns? Timer after killing a shark? Random or fixed position? How many of them?

  3. #23
    Rampage (bO.o)b's Avatar
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    Quote Originally Posted by Higor View Post
    First off, make sure your custom sharks have all the desired values as default, so spawning them gives them said default values.
    Second, do you want a timer between spawns? Timer after killing a shark? Random or fixed position? How many of them?
    Hmm. well with more than 4 sharks in the tank, the ambient sound they generate messes up the sound completely.

    Hold on, let me finalize them. This map is almost finished. Just the small details now.

  4. #24
    Rampage (bO.o)b's Avatar
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    OK. I cant get them to stop dying.


    They have 10 HP. They are set to 100% damage reduction. They cannot be telefragged or shot by projectiles because they are made of energy. O.o



    This is how they spawn.


    So I guess I need to know how to make each respawn if it should get nuked.

    BTW, wasting a deemer on the sharks accumulates ZERO RU if you kill a shark, so it's not even worth it.

    I need to make them respawn so players are punished throughout the game.

  5. #25
    Rampage (bO.o)b's Avatar
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    Preview Large Screens

    High Ceilings:


    From the balcony. Each team has a team shark.



    The bases are wrapped around each other so you are never far from a Deemer to either core:



    Le Core:



    Leading to the tank:


    Just a few loose ends and testing left.

  6. #26
    Rampage (bO.o)b's Avatar
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    The Team Sharks (Devilfish) are completely invulnerable but my sub-class Ghandi Sharks still die with the same settings! WTF xD
    Last edited by (bO.o)b; 11-23-2013 at 09:55 PM.

  7. #27
    Whicked Sick Chamberly's Avatar
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    Wow it looks really nice! Btw you have a nuke room built or something? Secret room?


    http://irc.lc/globalgamers/uscript for uscript discussion.

  8. #28
    Rampage (bO.o)b's Avatar
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    Quote Originally Posted by Chamberly View Post
    Wow it looks really nice! Btw you have a nuke room built or something? Secret room?
    There are multiple non-obvious rooms. It's a SEIGE Map!
    Last edited by (bO.o)b; 11-23-2013 at 10:01 PM.

  9. #29
    Rampage (bO.o)b's Avatar
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    Hig how do I make Shark Spawner?

    The sharks wont stop dying with nukes...

  10. #30
    Whicked Sick 'Zac's Avatar
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    Quote Originally Posted by (bO.o)b View Post
    Hig how do I make Shark Spawner?

    The sharks wont stop dying with nukes...
    *cough cough* let me explain...
    Place a trigger on the ground anywhere and let it have a big radius to fill the map ( >~8000 ) and place a thing factory actor on the ground near the trigger ( ACTORS>KEYPOINTS>THING FACTORY ) and place a spawn point(s) ( ACTORS>NAVIGATOINPOINT>SPAWNPOINT ), in the properties of both, change the TF and the SP tag to the same name, and connect the trigger event to the tag in properties. In the TF go to the bottom of the properties ( THINGFACTORY ) and keep everything the same, but change the MAXITEMS to the amount of sharks you want at one time, at once. change the prototype to the pawn you want to spawn, aka the shark from that server you said you found, select that in ACTORS>PAWN>SCRIPTEDPAWN>where ever it is and put in as the prototype. now when you hit the trigger they will spawn. a little buggy in the water though. damn its been a while.


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