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Online practicing01
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by practicing01 » Mon Aug 27, 2018 5:29 am
Credits to respective artists.

Early Halloween map!

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https://drive.google.com/file/d/1dWSCKV ... p=drivesdk
Online practicing01
Posts: 53
Joined: Sat Apr 11, 2015 8:05 pm
by practicing01 » Mon Sep 24, 2018 3:07 am
Online practicing01
Posts: 53
Joined: Sat Apr 11, 2015 8:05 pm
by practicing01 » Sat Oct 06, 2018 8:37 pm
This map tests a way to make ladders, somewhat buggy.
Edit: code as-is only works in singleplayer because exec() within a .mis will only work server-side.
https://drive.google.com/file/d/1_Aw8IX ... p=drivesdk

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Online practicing01
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by practicing01 » Sat Oct 13, 2018 7:32 am
Classic aim map tests per-level weapons.

https://drive.google.com/file/d/1jL5Xuw ... p=drivesdk

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Online practicing01
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by practicing01 » Thu Nov 01, 2018 6:15 am
Learning more about art, here is a crude clone of dust2.

https://drive.google.com/file/d/1ks0G86 ... p=drivesdk

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by practicing01 » Sun Dec 16, 2018 4:13 am
Testing physics.

https://drive.google.com/open?id=18S329 ... UzgL-LWgY7

Edit: Oops! Forgot about the datablocks, dropem' at the beginning of the mission file, should work ;o

Code: Select all

datablock RigidShapeData( SciFi_0_Crate0RB ) { category = "RigidShape"; shapeFile = "art/shapes/dotsnetcrits/levels/scifi_0/SciFi_0_crate0.dae"; isInvincible = 1; density = 1; // Rigid Body mass = 200; massCenter = "0 0 0"; // Center of mass for rigid body massBox = "0 0 0"; // Size of box used for moment of inertia, // if zero it defaults to object bounding box drag = 0.2; // Drag coefficient bodyFriction = 0.2; bodyRestitution = 0.1; minImpactSpeed = 5; // Impacts over this invoke the script callback softImpactSpeed = 5; // Play SoftImpact Sound hardImpactSpeed = 15; // Play HardImpact Sound integration = 4; // Physics integration: TickSec/Rate collisionTol = 0.1; // Collision distance tolerance contactTol = 0.1; // Contact velocity tolerance minRollSpeed = 10; maxDrag = 0.5; minDrag = 0.01; triggerDustHeight = 1; dustHeight = 10; dragForce = 0.05; vertFactor = 0.05; normalForce = 0.05; restorativeForce = 0.05; rollForce = 0.05; pitchForce = 0.05; }; datablock RigidShapeData( SciFi_0_Crate1RB ) { category = "RigidShape"; shapeFile = "art/shapes/dotsnetcrits/levels/scifi_0/SciFi_0_crate1.dae"; isInvincible = 1; density = 1; // Rigid Body mass = 200; massCenter = "0 0 0"; // Center of mass for rigid body massBox = "0 0 0"; // Size of box used for moment of inertia, // if zero it defaults to object bounding box drag = 0.2; // Drag coefficient bodyFriction = 0.2; bodyRestitution = 0.1; minImpactSpeed = 5; // Impacts over this invoke the script callback softImpactSpeed = 5; // Play SoftImpact Sound hardImpactSpeed = 15; // Play HardImpact Sound integration = 4; // Physics integration: TickSec/Rate collisionTol = 0.1; // Collision distance tolerance contactTol = 0.1; // Contact velocity tolerance minRollSpeed = 10; maxDrag = 0.5; minDrag = 0.01; triggerDustHeight = 1; dustHeight = 10; dragForce = 0.05; vertFactor = 0.05; normalForce = 0.05; restorativeForce = 0.05; rollForce = 0.05; pitchForce = 0.05; }; datablock RigidShapeData( SciFi_0_Crate2RB ) { category = "RigidShape"; shapeFile = "art/shapes/dotsnetcrits/levels/scifi_0/SciFi_0_crate2.dae"; isInvincible = 1; density = 1; // Rigid Body mass = 200; massCenter = "0 0 0"; // Center of mass for rigid body massBox = "0 0 0"; // Size of box used for moment of inertia, // if zero it defaults to object bounding box drag = 0.2; // Drag coefficient bodyFriction = 0.2; bodyRestitution = 0.1; minImpactSpeed = 5; // Impacts over this invoke the script callback softImpactSpeed = 5; // Play SoftImpact Sound hardImpactSpeed = 15; // Play HardImpact Sound integration = 4; // Physics integration: TickSec/Rate collisionTol = 0.1; // Collision distance tolerance contactTol = 0.1; // Contact velocity tolerance minRollSpeed = 10; maxDrag = 0.5; minDrag = 0.01; triggerDustHeight = 1; dustHeight = 10; dragForce = 0.05; vertFactor = 0.05; normalForce = 0.05; restorativeForce = 0.05; rollForce = 0.05; pitchForce = 0.05; };
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