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Applying Weather Characteristics to Specific Areas

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Rueppells-Fox
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Applying Weather Characteristics to Specific Areas

Post by Rueppells-Fox »

I've been working on a map, and I really like what I've done with it so far. In order to explain why I need the fog to be limited to certain areas, I'll partially describe the map:

-Map size is 11
-The player start is in above ground, so that when the fog is set >500 (usually around 50), the ground is not visible.
-It's raining
-The background music is the same as that in the cavern
Question 1: How do I set this to the default music in this area?
-The player drops momentarily until they land in water.
-This area is the lower left-hand corner of the map.
-There are creature entities that I've specified as wolves (They're set at 3000 6 0) that will chase the player
Question 2: How do I add sounds that will alert the player that they're being chased?
-The player will eventually find a shack which they enter through teleport 1
-Unfortunately, the wolves can also enter the teleports.
Question 3: how do I limit how far the wolves can chase the character (make the wolves 'give up' essentially and go back to where they started)?
-The player goes through a series of portals until they find themselves in secluded cavern
Question 4: I want the fog to disappear in this area and I want to change the music for this area only. How do I do this?
-the cavern is lit by a hole in the side that leads out, but is too small for the player (or entities) to enter or exit through it
-The main part of the cavern floor is covered by a pond
-There are map models of flowers and butterflies everywhere in this room where there is light (Supposed to be a peaceful place)
Everything from this point on is hypothetical, as a Blender error is preventing me from importing my models to the map
-There's a large glass-like spire in the middle of this area
-There is also a character in this area - blender model - that will explain the basic plot
-The player goes through another teleport in the glass-spire and re-emerges in a large area filled with water
Question 5: The map is too small to add this or continue as far as I would like to. How do I change the map size without all of my work?
Last edited by Rueppells-Fox on April 9th, 2011, 6:18 pm, edited 1 time in total.
arcones
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Re: Applying Weather Characteristics to Specific Areas

Post by arcones »

Question 1: How do I set this to the default music in this area?
Sandbox Mapping Commands - Music --or-- Sandbox Wiki - Playing Background Music

Question 2: How do I add sounds that will alert the player that they're being chased?
Sandbox Mapping/Editing Commands Check here for some tricks on sounds.

Question 3: how do I limit how far the wolves can chase the character?
By several means, having them die, run into blocks (clip, mapmodels, etc).

Question 4: I want the fog to disappear in this area and I want to change the music for this area only. How do I do this?
Since it's not possible to limit fog, I recommend using persistent particle emitters. Here's the link (please play around the values): Persistent particle emitter

Question 5: The map is too small to add this or continue as far as I would like to. How do I change the map size without all of my work? Sandbox Mapping Commands - Map Size

For further reference, here are the links I used: Sandbox Mapping Command Reference --and-- Sandbox Wiki

Cheers,
Arcones
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Rueppells-Fox
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Joined: March 31st, 2011, 9:12 pm
Name: Emily

Re: Applying Weather Characteristics to Specific Areas

Post by Rueppells-Fox »

Thank you so much for the help! I also found a semi-hidden material that keeps creature entities out of the area:

/editmat aiclip

It appears yellow in edit mode, but otherwise invisible. It's really useful!

I remember reading a post somewhere a while back saying that I couldn't lock doors in PAS 2.6 - or rather, that using '11' as the trigger number doesn't lock the door or allow for it to be unlocked. Has this been fixed or should I move my map to version 2.5?
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Runescapedj
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Re: Applying Weather Characteristics to Specific Areas

Post by Runescapedj »

I think it's fixed in 2.6.1., but I'm not sure, you should try it out
chocolatepie33
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Re: Applying Weather Characteristics to Specific Areas

Post by chocolatepie33 »

A bit more on aiclip: aiclip is like clip, but only affects monsters/creatures. You can go through it, but not animals. But you might've already known that.
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