timmo
06-04-2007, 06:04 AM
This more a request for suggestions and advice than a question this time. I have always liked the Random Generator effect you could get with HL 1 using the properties of the env_beam and have set up a similar system with Source.
I have a system with eight buttons. A few of the buttons trigger some point_templates and a few go throught to lights switching on or off.
I am reworking one of David Johston's old ETC 2 levels so it is set back in Mesa.
My aim is to make the map play as differently as it can each time you play it. You know, this time a group of combines get spawned first then the lights go out, next time a group of citizens gets spawned first and something else happens.
The setup works ok but I would like to ask for some suggestions about what other combinations I could practice making to really begin to fill a map out. I really want the effect of the player not knowing what might happen each time he plays because the generator, or two, will throw up a new setup each time. I need to ask about timing of events, entities to spawn or trigger, placement etc. Any ideas gratefully received as usual. Thanks.
I have a system with eight buttons. A few of the buttons trigger some point_templates and a few go throught to lights switching on or off.
I am reworking one of David Johston's old ETC 2 levels so it is set back in Mesa.
My aim is to make the map play as differently as it can each time you play it. You know, this time a group of combines get spawned first then the lights go out, next time a group of citizens gets spawned first and something else happens.
The setup works ok but I would like to ask for some suggestions about what other combinations I could practice making to really begin to fill a map out. I really want the effect of the player not knowing what might happen each time he plays because the generator, or two, will throw up a new setup each time. I need to ask about timing of events, entities to spawn or trigger, placement etc. Any ideas gratefully received as usual. Thanks.