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Armored Car Sequence

 
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Swindler2002
Dianoga

Joined: 30 Jul 2004

PostPosted: Jul 30, 2004 19:02    Post subject: Armored Car Sequence View user's profile Send private message Reply with quote

I've recently been thinking about DF level editing and I was curious to get your opinion on the feasibility of the following action sequence:

In a level modelled after my neighborhood, you would jump into the back of an armored car, where all you could see is through the open rear doors. The "driver" would start the car and take you through the city--a long and straight route with two or three turns down side-streets. Along the way, the car is besieged by different traps and troopers that attempt to kill you.

My strategy is to create a group of subsectors that form the car itself and use INF commands to move it around one very large sector that forms a basic street. Other sectors decorate the street with other lanes, sidewalks, buildings, etc. To prevent HOMs, every 200 units an elevator of "sky" is raised to conceal the distance. When the player enters the car, he cannot leave until after the journey is over. The player will at this point only have one life (for the purpose of avoiding the difficulty of safe points).

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Aug 13, 2004 18:37    Post subject: Armored Car Sequence View user's profile Send private message Reply with quote

Sounds interesting... I'd like to see a demo of this, as I don't quite understand your idea of an "elevator of 'sky'".

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Darth Oosha
Trandoshan

Joined: 24 Sep 2003

PostPosted: Aug 15, 2004 03:14    Post subject: View user's profile Send private message Reply with quote

Sorta like one level in 007 Agent Under Fire, then.

If it's all one sector, then how are you going to cover up parts of it? Shouldn't it be split up? You'd have to find a way to get the player across adjoins, but that should be possible.

I had an idea like this written down, but I don't think I ever imagined moving the player on a rail. He would either be flying through space, in the air over flat ground, or stuck in a stationary gun on the ground.

If you make it, I'll use LANTFH to leave the car and see what happens.

Swindler2002
Dianoga

Joined: 30 Jul 2004

PostPosted: Aug 15, 2004 18:33    Post subject: Armored Car Sequence View user's profile Send private message Reply with quote

If you can move the car through different sectors, that would be ideal, but if that is not possible, I considered making one gigantic many-sided sector of road, with subsectors every 100 units that raise into the sky and conceal the distance. These subsectors are textured with "the sky," so it blends in. Therefore, you could have a car sequence down a really long street without having to program too many turns or bump up against HOMs.

The novelty of the level was going to be modeling a small part of "the real world" in DF. However, I've been convicted to stick with the real world Smile I won't be pursuing this idea, so it is open for any one to try out.

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Aug 30, 2004 14:17    Post subject: View user's profile Send private message Reply with quote

Hmm... I think I have an idea of how to move a sub-sector (i.e; a car or tram) between two host sectors (i.e; streets or rails). I'll have to try it out first, though, and that entails switching to my older machine...

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Wake up, George Lucas... The Matrix has you..

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