[Video] LT Route Practice Previews

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S_hift
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[Video] LT Route Practice Previews

Post by S_hift »

So I'm making a map pack of LT maps and I'm highlighting high traffic route areas using point lighting and special variables.
I only have two maps done so far, but I'll be finishing them up soon and updating the video links regularly.

PS: Watch in 720 or 1080p


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perrinoia
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Re: [Video] LT Route Practice Previews

Post by perrinoia »

That's a really good idea, but I'm getting the impression you've highlighted the routes manually.

Would you like me to concoct a script that automatically highlights player's paths in a way that can be saved by the mission editor?
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S_hift
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Re: [Video] LT Route Practice Previews

Post by S_hift »

how would that work? also I maxed out the lighting on dangerous crossing and stonehenge.
http://www.mediafire.com/file/i8fg51wbg8k393p
thats the download
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perrinoia
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Re: [Video] LT Route Practice Previews

Post by perrinoia »

I'd modify Plasmatic's speedometer script to spawn DropPointMarkers at the host's location with a rotation derived from the host's velocity each time it updates the speedometer HUD. Then I'd reveal mission editor shapes to the clients.

This way, we wouldn't just see where you landed, but also where you flew.
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perrinoia
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Re: [Video] LT Route Practice Previews

Post by perrinoia »

This would also allow me to write another script, which could cycle an observer or move a player along that path.

Maybe I'd make an elevator follow the path.
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S_hift
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Re: [Video] LT Route Practice Previews

Post by S_hift »

damn sounds complex

would you reverse engineer an LT mod so I could try it out?
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perrinoia
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Re: [Video] LT Route Practice Previews

Post by perrinoia »

Reverse engineer an LT mod?

I thought LT was just maps without stations and turrets.
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S_hift
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Re: [Video] LT Route Practice Previews

Post by S_hift »

a bit more than that but its a mod though
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perrinoia
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Re: [Video] LT Route Practice Previews

Post by perrinoia »

What makes it different from base?

PS: I haven't sent you a script yet, because the rough draft flooded the server with objects too quickly. Gotta tweak that shit.

Also, I've decided that point lights are a better idea than drop points, because showing the drop points to clients means showing ALL of the drop points to clients...

I'm going to add an altitude test and only spawn the point lights if you are within a couple feet of the ground.
I'm also going to add a deploy check that prevents them from spawning close too close to one another.
But I'll keep the bit of code that checks more frequently the faster you go... I think that was a good idea.

What color do you prefer?
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S_hift
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Re: [Video] LT Route Practice Previews

Post by S_hift »

hmm I think purple or a light purple. Something that casts good lighting and is easy on the eyes. Blue purple idk.

also pro tip: I study and remember the drop point locations for spawnpoints in the editor for LT and OG maps so I can narrow down educated guesses on where my target will spawn next.
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