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Posted: Tue Jul 13, 2010 10:38 pm
by fug4life
Not really, point_view_control is the one you want.

Posted: Wed Jul 14, 2010 2:42 am
by Suppercut
Okay, but I suggest doing a tutorial of that and also scripted_sequences.

And my last stand map is turning out awesome-looking so far. Using scripted_sequences, I was able to get a Combine soldier to move near the main door of the fort you defend, halt his squad, walk up, plant a bomb on the door, back up and yell "Cover!!", then the door explodes and he assaults the fort. Of course, this was only tested out in Half-Life 2. Do you think the same results would be given in OC?

Re:

Posted: Fri Aug 12, 2011 8:59 pm
by MaestraFĂ©nix
Suppercut wrote:Okay, but I suggest doing a tutorial of that and also scripted_sequences.

And my last stand map is turning out awesome-looking so far. Using scripted_sequences, I was able to get a Combine soldier to move near the main door of the fort you defend, halt his squad, walk up, plant a bomb on the door, back up and yell "Cover!!", then the door explodes and he assaults the fort. Of course, this was only tested out in Half-Life 2. Do you think the same results would be given in OC?
Yes, it should be.

Re: Obsidian Conflict Mapping Guide and Prefabs [new]

Posted: Thu Aug 09, 2012 5:22 pm
by Lucky9Two
Is there any chance we could see how lobby works? I want to make my own hub map, and I know you can because one of the other servers runs a custom map (map_select_160).

Re: Obsidian Conflict Mapping Guide and Prefabs [new]

Posted: Wed Oct 02, 2013 9:46 am
by MaestraFĂ©nix
I have the intention on expand this guide. I will do an advanced prefab about the scripted weapons, but also, I want to add more stuff that looks obvious to a normal mapper but not for a rookie. This is the moment to request all those doubts that you have.