Winter's Journey ~ A Christmas-themed Trespasser level
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- tatu
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Re: Winter's Journey ~ A Christmas-themed Trespasser level
If you have a moveable object on a track, couldn't you just use animation (asa) to even allow it to turn in a corner? If a player wouldn't be allowed to stop it during the ride that is.
Active project: Trespasser: Isla Sorna
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
Re: Winter's Journey ~ A Christmas-themed Trespasser level
Very nice, the winter season does not look bad in Trespasser. Winter’s Journey i left it for an opportunity when I'm with a friend, Well, we died a lot of times, But funny experiences were also have it. And lots of fun.
(I wish it could snow there)
(I wish it could snow there)
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- TrespasserGuy
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Re: Winter's Journey ~ A Christmas-themed Trespasser level
Ha! Melber that video was funny. I never expected the Indominus to just run head first off the mountain like that. In fact, I placed AI Bakers around the cliff to prevent such a thing, so that's odd. I'm glad you liked the level.
Re: Winter's Journey ~ A Christmas-themed Trespasser level
Does the Indominus have "ActGetOut = true"? I don't believe AI blockers work without that. Additionally sometimes you need to move them slightly inward from the cliff so the AI slows down in time.TrespasserGuy wrote:I never expected the Indominus to just run head first off the mountain like that. In fact, I placed AI Bakers around the cliff to prevent such a thing, so that's odd.
- TrespasserGuy
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Re: Winter's Journey ~ A Christmas-themed Trespasser level
Yeah, I made sure to give it ActGetOut = true so that would happen. Maybe I should've moved the blockers farther from the cliff
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Re: Winter's Journey ~ A Christmas-themed Trespasser level
I managed to play a little of this before the game crashed on me (I'm only getting like 6 - 8 fps), but what I did see of the level
I liked. Interesting beginning too, it was something out of the ordinary so that was cool. I'm going to borrow some of the assets
out of this too. Anyways, nice job, I just wish I could play some of these levels with a decent computer. This laptop of mine is
really worthless -
I liked. Interesting beginning too, it was something out of the ordinary so that was cool. I'm going to borrow some of the assets
out of this too. Anyways, nice job, I just wish I could play some of these levels with a decent computer. This laptop of mine is
really worthless -
Castaway Final Release Link: https://www.mediafire.com/file/ro5qzl88 ... l.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
- Draconisaurus
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Re: Winter's Journey ~ A Christmas-themed Trespasser level
Yay I finished the level. Really great! I love seeing the old winter assets again. I wasn't expecting anyone to use the medieval houses for anything, that was nice. And Perhaps even less I expected, that Indominus might appear in a full mod. And the nod to the RaptorJesus mod is appreciated, hehe.
Melber, I believe you might have activated a setting which turns off AI boxes? The one to let dinos inside buildings did that, in ATX. Also did I see water ripples next to the lava? I never thought about it but with enough trial and error I imagine a CSetAlphaWaterAction trigger can create opake lava ripples successfully. Cast it into the fire! Destroy it! Heh.
Melber, I believe you might have activated a setting which turns off AI boxes? The one to let dinos inside buildings did that, in ATX. Also did I see water ripples next to the lava? I never thought about it but with enough trial and error I imagine a CSetAlphaWaterAction trigger can create opake lava ripples successfully. Cast it into the fire! Destroy it! Heh.
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