Search found 152 matches
- Sun Apr 27, 2014 12:02 am
- Forum: General Discussion
- Topic: Farewell from Bzbattleground
- Replies: 17
- Views: 8296
Re: Farewell from Bzbattleground
So many good memories... I really enjoyed admining on your server and spending more time chatting in observer than actually playing.
- Tue Dec 11, 2012 9:28 pm
- Forum: Help: Map Making
- Topic: how can I vanish a teleporter?
- Replies: 7
- Views: 3608
Re: how can I vanish a teleporter?
You might try making all teleporters invisible via the LinkMaterial. Then for the normal teleporters, add a passable mesh that is textured and texmated with telelink.png inside the frame.
Your invisible teleporters will still show up on the radar though.
Your invisible teleporters will still show up on the radar though.
- Sat Dec 31, 2011 4:24 pm
- Forum: Servers: General Discussion
- Topic: So long and thanks for all the fish!
- Replies: 14
- Views: 6180
Re: So long and thanks for all the fish!
Just wanted to say I enjoyed your maps and playing against you. Making the DuPi generator was a fun challenge and interesting concept. Anyway, hope to catch you around sometime!
- Tue Jul 26, 2011 7:14 pm
- Forum: Prefabs and Map Objects
- Topic: Rat's Nest Map & Textures Released Under CC License
- Replies: 16
- Views: 13491
Re: Rat's Nest Map & Textures Released Under CC License
License for all the work in this map, and associated textures and files - Creative Commons Creative Commons [from the first line of the orig post]... so yep should be fine We have not allowed "non-commercial" licenses because they are not technically a truly "free as in freedom"...
- Tue Jul 12, 2011 1:33 pm
- Forum: Help: Map Making
- Topic: flags on buildings without jump
- Replies: 6
- Views: 2131
Re: flags on buildings without jump
The best way I've found is to allow jumping, but add "-set _jumpVelocity 0" to the options.
As for the pyramids over the base, you can either experiment with lowering _flagHeight, or add a safety zone to the base.
As for the pyramids over the base, you can either experiment with lowering _flagHeight, or add a safety zone to the base.
- Mon Jan 10, 2011 10:17 pm
- Forum: Help: Map Making
- Topic: Water waves.
- Replies: 3
- Views: 1628
Re: Water waves.
My drawinfo waves are simply a large flat, doughnut shaped mesh that is centered outside of the map. The mesh is wavy and I turn the mesh itself in one direction and use a texturematrix to spin the texture in the opposite direction. That way it looks like the water's "foam" is generally st...
- Wed Nov 10, 2010 11:18 pm
- Forum: Bugs and Problems
- Topic: 2.0.16 linear phydrv bug
- Replies: 8
- Views: 2958
Re: 2.0.16 linear phydrv bug
The two straight sections have linear physics drivers, while the two curved sections have angular drivers. When MDSKPR jumped on he started spinning around as if he had a super fast version of the quick turn flag and he seemed to spin faster and faster the longer he was on the track. I was using 2.0...
- Wed Sep 01, 2010 1:12 am
- Forum: General Map Making Discussions
- Topic: 2010 Collaborator Submissions
- Replies: 97
- Views: 42076
Re: 2010 Collaborator Submissions
Inspired by LouMan's Time Trial. I've always wanted to make a racetrack map, I guess this is it lol.
- Tue Aug 17, 2010 9:44 am
- Forum: Map Editors
- Topic: 2D world render and 2D bz editor.
- Replies: 5
- Views: 6368
Re: 2D world render and 2D bz editor.
You might try FPEdit by flying_popcorn.
- Mon Aug 02, 2010 3:14 am
- Forum: General Map Making Discussions
- Topic: Calling all Map Makers: The Collaborator 2010
- Replies: 116
- Views: 46246
Re: Calling all Map Makers: The Collaborator 2010
I'm right next to sigonasr2, and I'd give the two adjacent squares to zaphod as well if you don't want to increase the size of the map.sigonasr2 wrote:I'd be more than happy to give up at least 4 spots if zaphod really needs any. If you plan on adding more space, then no problem, but I'd let zaphod in any day!
- Fri Jul 23, 2010 2:13 am
- Forum: General Map Making Discussions
- Topic: Calling all Map Makers: The Collaborator 2010
- Replies: 116
- Views: 46246
Re: Calling all Map Makers: The Collaborator 2010
Sounds like a cool idea! Could I get C7 C8 D7 D8 E7 and E8? Thanks!
- Tue Jul 20, 2010 8:13 pm
- Forum: General Map Making Discussions
- Topic: No Ricochet Box - 2.0.*
- Replies: 4
- Views: 2195
Re: No Ricochet Box - 2.0.*
Pretty good, at least better than the ones I made a while ago. I tried yours out, but still managed to blow myself up because the walls are too thin. I'd add a smaller box in the center to catch most of the shots, and "panels" at 45º in the corners of the visible box to reflect shots inward.
- Tue Jan 26, 2010 4:08 am
- Forum: Map releases
- Topic: Five Team Aztec Ballcourt
- Replies: 5
- Views: 2335
Five Team Aztec Ballcourt
By the wings of Quetzalcoatl, the five team ballcourt is here! I started this map in September of 2008 but got bored with its problems and quit. Recently I found the half finished file and finished it up. There are 58 bases, plugin basemarkers, or fake rogue bases. Notice the nice yellow bases for t...
- Thu Oct 22, 2009 11:22 pm
- Forum: Screenshots & Artwork
- Topic: We want YOU to vandalize Planet MoFo.
- Replies: 114
- Views: 38105
Re: We want YOU to vandalize Planet MoFo.
Thought I'd give it a try...
- Sat Oct 17, 2009 9:33 pm
- Forum: Map releases
- Topic: 3 Tanks.
- Replies: 18
- Views: 4896
Re: 3 Tanks.
I've had trouble with tanks sticking to a rotated group before. You might try rotating the group the opposite way, like if it's currently rotated 120 degrees, try -240.
At least that's how I fixed my maps with this problem.
At least that's how I fixed my maps with this problem.
- Sun Aug 16, 2009 9:21 pm
- Forum: Help: Map Making
- Topic: Can I use a zone to make a player drop a flag?
- Replies: 6
- Views: 1810
Re: Can I use a zone to make a player drop a flag?
Sure you can. You need to use the FlagStay plugin.
Relevant links:
http://my.bzflag.org/w/FlagStay
http://my.bzflag.org/bb/viewtopic.php?p=94556
Handy position & size to bbox converter:
http://d41games.freehostia.com/bzflag.php?map=bbox
Relevant links:
http://my.bzflag.org/w/FlagStay
http://my.bzflag.org/bb/viewtopic.php?p=94556
Handy position & size to bbox converter:
http://d41games.freehostia.com/bzflag.php?map=bbox
- Thu Aug 13, 2009 11:04 pm
- Forum: Map releases
- Topic: Omaha Beach
- Replies: 5
- Views: 2000
Omaha Beach
Yes, I've gotten carried away with Wings3d again. :D This map is based on the D-Day landings at Omaha Beach and was heavily inspired by Spazzy McGee and CBG's Normandy map a while back. There's a lot of world weapons, mines, and powerful flags. For now, I have it as a one way capture the base. The b...
- Sat Aug 08, 2009 12:59 am
- Forum: Works In Progress
- Topic: It's not the fall that kills you - It's the sudden stop
- Replies: 56
- Views: 22817
Re: It's not the fall that kills you - It's the sudden stop
Very nice! It reminds me a bit of Life on Mars. I hope the vacuum of space doesn't rip your space station apart.
- Thu Jul 30, 2009 10:23 pm
- Forum: Works In Progress
- Topic: Coming Soon...
- Replies: 10
- Views: 3539
- Sat May 16, 2009 5:01 pm
- Forum: Map releases
- Topic: Stalingrad
- Replies: 7
- Views: 2376
Re: Stalingrad
I've about lost interest in this map, so I probably won't make any more changes to it. It does seem to be relatively balanced now, so I'm off to the next map. I've tried what I think are two version of this and I'm still sure its poor but not why. It's too much of a mix of far (very limited use lase...
- Thu May 14, 2009 1:36 am
- Forum: Map releases
- Topic: Stalingrad
- Replies: 7
- Views: 2376
Stalingrad
Comrades! Stalingrad is in ruins and is nearly overrun! Go to bzbattleground.com:8942, devise a counter attack, make your way across the Volga River and free the city from fascism! This is my latest map and it's based on the opening scene from the movie Enemy at the Gates. I'm not sure if it's histo...
- Wed May 06, 2009 3:51 pm
- Forum: Map releases
- Topic: Project Meniscus
- Replies: 37
- Views: 8312
Re: Project Meniscus
nice map... exept... that's not real russian lettering there. yes, it's russian alphabet, but no "words" as such don't worry about it too much though :P Actually, I searched google images for 'russian ammo crate' and tried to copy down the lettering. It was pretty tough hunting and peckin...
- Thu Apr 16, 2009 2:42 pm
- Forum: Enhancements
- Topic: Improve detail
- Replies: 13
- Views: 4158
Re: Improve detail
I was bored so I made a quick perl script that'll randomly distribute some tufts of grass around your map. You'll need to open it up in a text editor and change the path to your desktop on line 6. Once you run the script, just copy in the contents of Grass_Tufts.bzw into the map you're working on. I...
- Mon Apr 13, 2009 6:10 pm
- Forum: Help: Map Making
- Topic: DrawInfo help
- Replies: 5
- Views: 1629
Re: DrawInfo help
Yes. You can use a dynamicColor to make the object's textures go invisible. Then you'll need to sync the angvel of the drawInfo to the amount of time you specified your dynamicColor to turn invisible. It'll be a bit of work, but definitely doable. Your object won't fall in a perfectly straight line,...
- Mon Apr 06, 2009 12:32 am
- Forum: Development
- Topic: Start BZFS (new tool)
- Replies: 31
- Views: 21933
Re: Start BZFS (new tool)
Is it just me or is the Ricochet option not working? I tried with the box checked and unchecked and shots wouldn't rico.
Other than that it works pretty well.
Other than that it works pretty well.