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Topics - King Leo

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31
Help / Limbs missing in minigame
« on: April 14, 2011, 09:29:19 AM »
Something very strange happend in my server today, and it doesnt go away. When I start a minigame (TDM, to be specific) the legs of the players disappear and the torso turns black, instead of applying the teams uniform to the player:


This is what it looks like in-game


This is what the command-window looks like.

What happend here? Anyone knows how to fix?

32
Help / VCE - save message as variable?
« on: April 13, 2011, 03:48:17 PM »
I was just wondering if something like this is possible

0 on[trigger] -> self -> ifvalue -> <var:client:lastmsg> == [message (something)] [1 1]
1 onvariabletrue -> self -> modvariable [message] -> set [(something)]

?? is it possible to save a certain part of the incoming message into a new variable?


33
Gallery / "Bridges" - A TDM with an objective.
« on: April 08, 2011, 03:55:16 PM »
I've noticed that there are tons and tons of DM's out there. But the lack of an objective makes most of them boring after a while. So I decided I wanted to build a DM where, unlike everywhere else, actual teamwork is required. Winning or losing is based on the completion of a goal, rather than just killing your enemies. So here it is:

King Leo's "Bridges"



Overview:
The year is 1941. The german army is on it's way to defeat the red army. They are about to make an important victory, but the destiny of the campaign depends on the breaching of some heavy Soviet fortifications near the city of Moscow. But the german army has an ace up it's sleeves, the heavy siege gun Dora. Unfortunately, german reconnaissance did a bad job and did not spot the heavy soviet fortifications near the planned site of deployment. The railway-crew got killed in the following fight, and the soviet army managed to destroy the nearby railroad. Being the only way of getting access to the railgun, the german reinforcements  lost the ability to supply the railgun with the needed ammunition.

The train cannot continue along the tracks, so the axis team needs to transport the ammunition with something else.

The soviet bunkers are hidden well inside the mountains, but they are perfectly situated to control the two bridges.

The objective
The objective is quite simple:
The Axis team must capture the nearby village and find a transportation vehicle. They must then return to the train and load the ammuntion unto the vehicle. After that, they must drive the ammuntion to the railgun, situated not far away. After succesfully loading the railgun with the supplied ammo, the Axis team will win if they manage to fire the railgun and thereby destroying the vital fortifications of Moscow.

Capturing the nearby village and the transport vehicle will be essential for winning!

The Soviet objective is even easier: they must prevent the railgun from being fired within the next 10 minutes, untill russian reinforcements arrive. The key to winning is to prevent the transportation vehicle from crossing the two bridges. The soviet team starts with a clear advantage in terms of spawnpoints. Their main goal is to push back the axis forces and preventing them from capturing spawnpoints.
Defend the bridges and prevent the ammuntion from reaching the railgun. (lol at the flamethrower in the background :D)

Classes:
I've included four different classes with different abilities:

-Engineer: This is probably the most important class. The engineer has a wrench, which he can use to arm/disarm explosives at predefined locations.

-Soldier: The soldier is the backbone of the army. He can bring heavy weapons to the battlefield, such as the LMG, grenade-launcher, mortar or flamethrower. Bringing alot of firepower to the battle, and having the ability to mortar the s**t out of the enemy, makes the soldier an invaluable teammate.

-Medic: This player can heal his teammates with the medigun. Keeping the team alive can be the difference between loss and victory. The medic is therefore an important addition to every team.

-Assassin: The perfect class for all your sneaky bastards out there! The assassin gets to choose from a wide variety of lethal weapons, including snipers and silenced pistols. Having the ability to go undercover, the assassin is also perfect for infiltrating the enemy base.

The engineer can place explosives at certain places, such as the tunnel gate.



Feedback needed!
As you can see, this is still WIP. I want to ask the forum a couple of questions:
- Do you like the concept? Do you think it will work in-game? Or is the map too big?
- What should I call it? ("Bridges" kinda sucks :D)
- Suggestions on what to add/remove (build-wise)?
- Suggestions on what to add/remove (event-wise)(should I for example give the engi class some more cool stuff? I think they're kinda under-powered for now. Maybe para-drop?)

Feel free to leave constructive critCIAm!


34
Gallery / [OWB] App - Second try
« on: March 21, 2011, 03:48:25 PM »
My last app got turned down, so here we go again:

It's an another castle, but from a different era this time. My main inspiration was Versailles, the huge baroque palace owned by the Louis's (most famous was XIV, the "sun king") of France.

The castle is not an exact replica of Versailles, it's just built with a similiar styling. I know it's not as pompous as it may should have been, but I don't care :D

NOTE: the palace is not finished. The palace lacks interior in most parts, and the gardens/surroundings arent done, either.

Here are some pics:











Uploaded with ImageShack.us

Feel free to rate and give constructive criticism!

35
Gallery / OWB app - King Leo's Castle
« on: March 15, 2011, 12:46:03 PM »
Well, since everyone seems to be joining OWB these days, I thought I might give it a shot as well. Some of you may remember my castle, but for those who don't, here're some pics:

EDIT:
I edited the castle and removed all the bricks that weren't mine. Total bricks removed: 53... So, yeah... Compare for yourselves:

NEW PICS:













OLD PICS:









Well, that's all for now. Feel free to comment!

36
Help / Need a little VCE help
« on: March 13, 2011, 08:52:54 AM »
Why doesnt this work:

0
  • onminigamereset -> self -> modvariable [team] -> set [2]

1
  • onteamplayertouch1 -> self -> VCEifvariable [team] == [1] -> [2 4]

2
  • onvariablefalse -> self -> modvariable [team] -> set [1]

3
  • onvariablefalse -> self -> firerelayup

4
  • onvariablefalse -> minigame -> chatmsgall ["Team 1 has captured the flag"]


5
  • onteamplayertouch2 -> self -> VCEifvariable [team] == [2] -> [6 8]

6
  • onvariablefalse -> self -> modvariable [team] -> set [2]

7
  • onvariablefalse -> self -> firerelayup

8
  • onvariablefalse -> minigame -> chatmsgall ["Team 2 has captured the flag"]


When a player touches the brick, no matter if it is team 1 or 2, it keeps firing relays up and keeps saying the minigame-chatmsg.
I think it doesnt change the variable of the brick, but I don't know why.

37
Gallery / Heavy Railway Gun - save included!
« on: March 06, 2011, 03:42:41 PM »
Hi there, King Leo here again.

I've been building a little on my server "bridges!" (yeah, I know the name is bad :D)
I thought I'd share a little preview of my work here

This is my model of a heavy railway gun, (loosely) based on the WW2 german "Dora"
Dora is the largest gun to ever been put to production, having a weight of almost 1500 tonns.
She fires 800 mm (thats 80 cm :-O) rounds that weigh about 7 tonnes up to a distance of 37 kilometres!!!

I'm pretty sure if Chuck Norris was a train, this would be his weapon of choice.

Pics:








Feel free to rate x/10 or post constructive criticism.

Save:
Here is a little easter gift from me: the save

So what add-ons are needed?
No add-ons are needed :D It looks best with Truenos colorset, however.
You can use this for whatever you want, as long as you don't claim it as your own. I'd also like to see what you used the save for, out of curiosity :P

38
Help / Building underwater
« on: March 05, 2011, 08:59:30 AM »
Hi
I used to be able to plant bricks underwater, but now it says that the bricks are colliding. Is there a way to fix this?

39
Gallery / Upgradable Fort CTF/TDM
« on: February 17, 2011, 07:57:47 AM »
I am working on this idea where two teams or more fight against each other in a classic "Capture The Flag". But instead of each team having a static base, both bases will expand and grow as the team wins rounds!

So how's how it works:
Both teams start with a small camp or some sort of poorly defended base. The flag will be in the middle of the base.
When a team captures the flag of the other team, they will be awarded 5 points. The key to upgrading the base are those points.

Lets say the team wants to upgrade their base by adding some walls, making it harder for the enemy to get inside. They can do so by purchasing the upgrade with points earned by flaggscoring/killing!
Other upgrades may include
- Towers
- Weapon depot
- Garage
- Airstrip/Hangar etc.
and of course improvements to existing structures.

The enemy team can easily destroy the structures by placing fictional bombs (I use capture points for that), so your team can't be on the offense all the time to capture more flags. It will be necessary to have a balanced offense/defense to win!

Unlike some other servers I've seen, this server will not depend on an admin to work. The buildings will be added/removed automatically through events.

My question is: Does this sound like a good idea?
I have already started building a bit, and it strikes me that ALOT of events are required. The eventing itself is not the problem, but i'm worried this may lag the server?

Please share your views on this. Thank you! :)

Also: some pics come in a minute :D

40
Help / Need help with VCE - compare to interval?
« on: November 16, 2010, 02:56:54 AM »
Hi there.
I'm pretty new to VCE, so im messing around with a little dice i made.
I wonder, is it possible to compare the output of a variable to an intervall, rather than just == or < ?

Let me explain:
0. onActivate - Self - ModVariable - Brick - random - Set - 1
1. onActivate - Self - ModVariable - Brick - random - randomNum - 10
2. onActivate - Self - ifValue - <var:br:random> == 10 - [3 3]
3. onVariableTrue - Client - Centerprint - "You won 1000 coins!"
4. onActivate - Self - ifValue - <var:br:random> >=4 && <var:br:random> < 9 [5 5]
5. onVariableTrue - Client - Centerprint "You won 10 coins!"
6. onActivate - Self - ifValue - <var:br:random> <4 - [7 7]
7. onVariableTrue - Client - Centerprint - "You lose. Try again!"

This is just an example, but you know what i mean.

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