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[SP] Funk Tank

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Szieve wrote:
Without a doubt, the most original thing I've seen. Fan friggin tastic!!!! Would be interesting to see this incorporated into more maps. :)) Hint.. :)

Hehe, sooon!
Have a go at decompiling the map if you like. The tank itsself doesn't use any instances, and the bulk of the IO is via the script, so it should work fine :) I'll try and improve upon it at some point!

Iviv and LyLy here, and we played funk tank. We're normally a coop duo, so we played the map at the same time and recorded our conversations. I (LyLy) had a bit of a hard time figuring out that you don't use the funk tank for everything. The map made us laugh, we loved it! Half the play through is Iviv messing around while LyLy is still playing.

Near the end of the video, Iviv decides to add some gels to the funk tank with... interesting results XD

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2Nightmaren Coop YouTube Channel
We play maps and break things!
TheNightmaren wrote:
Iviv and LyLy here, and we played funk tank. We're normally a coop duo, so we played the map at the same time and recorded our conversations. I (LyLy) had a bit of a hard time figuring out that you don't use the funk tank for everything. The map made us laugh, we loved it! Half the play through is Iviv messing around while LyLy is still playing.

Near the end of the video, Iviv decides to add some gels to the funk tank with... interesting results XD
...vid...

Heh, maybe I should have made it more obvious that you can get in and out of the tank, but you both made it alright! It was really nice seeing and hearing you have a laugh with it though - makes it worthwhile :) (The paint part had me laughing too; I'd never thought of that!)
Cheers for the vid!

If you want a better wheel model, you could use a logic_script: make an info_targets, name it with your model name, then put it in the entity group somewhere. Make another with your wheels' targetname[s]. Then use some RunScriptCode inputs, using GetName on the targets to avoid strings.

Falsi sumus crusto!

Not sure what you're getting at here Felix?

If it's about script performance and using the strings "engine_left" and "engine_right", then that's not really an issue, since I'm not iterating through entities one by one, and that's handled natively.

If it's about changing the 3D model of the wheels then there are a few issues.
First, it's easy enough to change them all with ent_fire wheel* setmodel "whatevs", but that doesn't change the collisionphysics model or mass, friction, etc.
I had fiddled with using the PHX wheels in cube dozer to begin with, but they still collided as a large sphere - and the puzzle requires parking it on the buttons :

Looking into it for the next one though :)

Ah, it doesn't change the collision model? That's irritating. Then my suggestion doesn't matter, sorry.

Falsi sumus crusto!

Still a good idea.. something I'd like to work on :)

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