Warning Lights

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Duffers
474 Posts
Posted Nov 22, 2007
I'm currently working on a map similar to The Flood, and I have an idea that I don't know how to implement.

See, everything is divided to puzzles with an incremented difficulty. Starting with very simple Box-Goes-Here puzzles, and working it's way to Fling-Yourself-across-this-giant-assed-gap-while-holding-down-5-buttons type puzzles, all with a large body of water slowly rising over the map.

What I want to do, since it's so hard to see where the water is, have warning lights in the corner of each room, like 3 normal lights that go off as the water comes up and then a big red siren-light thing that lights up when you're about to die. I have no idea how to do this, though. Any suggestions?

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linus
12 Posts
Posted Nov 22, 2007
Replied 51 minutes later
just make those lights / ambients delayed so it matches the water levels.
and the water as a func door.

u could also make a GLaDOs voice that notices about the water levels.

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linus
12 Posts
Posted Nov 22, 2007
Replied 1 minutes later
dunno if i answered ur question. but u could make triggers at all accesiable areas so that ur warnings matches the players position and water levels
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Duffers
474 Posts
Posted Nov 22, 2007
Replied 1 minute later

linus wrote:
just make those lights / ambients delayed so it matches the water levels.

Do you have ANY idea how long it would take to get that exact?

What I was thinking of was a type of button that is switched on when the water touches it, outside of the map, and that corresponds with a light.

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Bulska
204 Posts
Posted Nov 22, 2007
Replied 7 minutes later
very long.

Why can't you have a sort of mist above the fluid surface? So that if the water rises, you first see the clouds, which makes you think: 'shouldn't I make a move on?'

apart from that.
I also had in mind this kind of map, but then it would be one tall chamber, where you climb up quickly via lots of obstacles, puzzles and other stuff to avoid being swallowed by the goo.

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Duffers
474 Posts
Posted Nov 22, 2007
Replied 2 minutes later

Bulska wrote:
very long.

Why can't you have a sort of mist above the fluid surface? So that if the water rises, you first see the clouds, which makes you think: 'shouldn't I make a move on?'

I woudl do that, but dustclouds lag my computer to shit.

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Bulska
204 Posts
Posted Nov 22, 2007
Replied 30 minutes later

then I got two solutions to your problem!

  1. Get a new PC (recommended)
  2. make no dustclouds, but fog.
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Duffers
474 Posts
Posted Nov 22, 2007
Replied 2 minutes later

Bulska wrote:
then I got two solutions to your problem!

  1. Get a new PC (recommended)
  2. make no dustclouds, but fog.
  1. I'm poor.
  2. How would I make area specific fog?
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Bulska
204 Posts
Posted Nov 22, 2007
Replied 1 minute later
I have no idea...

Quake 3 Arena editor could.

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NocturnalGhost
200 Posts
Posted Nov 22, 2007
Replied 39 minutes later
I'm not sure I understand exactly what you are trying to do. Are you saying thet you want a series of 4 lights, that activate based on how far above the water you are?

If so, you could position 4 trigger brushes at varying heights above the water surface, and parent them to the water so they rise with it. Then use these to activate the lights etc. as they reach the player

If I am misunderstanding your idea, can you be a bit more specific?

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Duffers
474 Posts
Posted Nov 22, 2007
Replied 7 minutes later

NocturnalGhost wrote:
I'm not sure I understand exactly what you are trying to do. Are you saying thet you want a series of 4 lights, that activate based on how far above the water you are?

If so, you could position 4 trigger brushes at varying heights above the water surface, and parent them to the water so they rise with it. Then use these to activate the lights etc. as they reach the player

If I am misunderstanding your idea, can you be a bit more specific?

Wow, that would work perfectly. Thanks!

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Morg
9 Posts
Posted Nov 22, 2007
Replied 20 minutes later
Flashing lights agitate the High Energy Pellet.
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youme
937 Posts
Posted Nov 22, 2007
Replied 8 minutes later

Morg wrote:
Flashing lights agitate the High Energy Pellet.

When she said that I could just imagine a pellet sitting inside the launcher saying 'Nuh-uh, there is no way I'm going out there! Those lights are damn freaky, and whats worse is after being traumatised by those lights guess what! I FREAKIN EXPLODE!!!!'