KF - Sibyl Complex
http://ift.tt/1maF7MU
http://ift.tt/1maF7MY
http://ift.tt/QbMZTA
http://ift.tt/1maF7N6
a couple of more modified movers from the static mesh workyard
http://ift.tt/1maF83m
http://ift.tt/1maF83o
Map entry requires player to trigger doors by moving forward to the door. If player stays in opening zeds will enter and activate door anyway. Entry leads to a room with 4 "pools" each pool has 9 spots. 3 static mesh brain cases and 6 brain movers each with 2 doors. Each pool can be triggered by proximity to the lower right spot, once in motion the brains chain until the end of the game. Each room of 4 pools cycles from one pool to the next and back to the start in a continuous loop. There are 4 square rooms positioned at the points of a tetrahedron, a trader in the "core" and a trader in each of the 3 lower rooms. Hallways have trigger lights and guards that give proximity alerts.
I was wondering how it would perform frame rate wise with all the movers. Also I was wondering if the yellow was too bright and caused anyone issues like eye strain or headache, I actually toned it down quite a bit already. I think the pathing is OK and the mover logic seems pretty solid, even if a miss fire is triggered on a mover it won't chain the event. The proximity alerts and triggered lights don't seem to work right. I tried to set them up to trigger only for players but I am not sure how to set the light to come on when in proximity then turn off... then even when turned off the lighting seems to have some effect just by being there. Also setting it for live player only seems to make it not trigger if a player is there and zeds are too, as if the logic of player only over rules a player trigger... Im just not sure what is possible so Im not sure what is happening.
http://ift.tt/QbMYyM 34megs
http://ift.tt/1maF7MU
http://ift.tt/1maF7MY
http://ift.tt/QbMZTA
http://ift.tt/1maF7N6
a couple of more modified movers from the static mesh workyard
http://ift.tt/1maF83m
http://ift.tt/1maF83o
Map entry requires player to trigger doors by moving forward to the door. If player stays in opening zeds will enter and activate door anyway. Entry leads to a room with 4 "pools" each pool has 9 spots. 3 static mesh brain cases and 6 brain movers each with 2 doors. Each pool can be triggered by proximity to the lower right spot, once in motion the brains chain until the end of the game. Each room of 4 pools cycles from one pool to the next and back to the start in a continuous loop. There are 4 square rooms positioned at the points of a tetrahedron, a trader in the "core" and a trader in each of the 3 lower rooms. Hallways have trigger lights and guards that give proximity alerts.
I was wondering how it would perform frame rate wise with all the movers. Also I was wondering if the yellow was too bright and caused anyone issues like eye strain or headache, I actually toned it down quite a bit already. I think the pathing is OK and the mover logic seems pretty solid, even if a miss fire is triggered on a mover it won't chain the event. The proximity alerts and triggered lights don't seem to work right. I tried to set them up to trigger only for players but I am not sure how to set the light to come on when in proximity then turn off... then even when turned off the lighting seems to have some effect just by being there. Also setting it for live player only seems to make it not trigger if a player is there and zeds are too, as if the logic of player only over rules a player trigger... Im just not sure what is possible so Im not sure what is happening.
http://ift.tt/QbMYyM 34megs
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