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[WIP] Modulated Map Entities

Discussion in 'Mapping' started by Xenoxia, Feb 16, 2016.

  1. - To Do List -
    • Add More Entities
    • Optimise Current Entities
    Okay, so I'm working on a new map idea where the map is full of scripted entities that can connect together to do certain things.

    Right now, I've created; a generator, wire system, light and solar panels that gets powered by said generators and wire system. The generator connects to the wires and then to any other entity around it such as lights and anything else that requires power, these entities use up power which is drawn from the wires and then back from the generator pretty much seamlessly.

    The wires can have their grate panels crowbarred off and the wires inside can be cut with wirecutters. These entities can be placed within the hammer editor and if used correctly will create a wire/power system within the map. Each entity correctly synchs with each other on their own, setting up their on base/line to each other without assistance.

    Wires can have multiple generators attatched to them along that base/line, having two generators attached to a circuit will work; however each generator will try and fight over the closest wires to them. If a generator should be at or over a certain power threshhold; then it will attempt to re-assign the circuit to another generator on that circuit.

    Wires can now share power to map entities like light_spots so that the map doesn't need to be full of expensive dynamic lights.

    Generators and Solar Panels updated further -
    Generators -
    Generators now show how much power they have left, this goes from a long green bar to a small red bar over time based on power.
    http://steamcommunity.com/sharedfiles/filedetails/?id=627395411
    http://steamcommunity.com/sharedfiles/filedetails/?id=627395561
    http://steamcommunity.com/sharedfiles/filedetails/?id=627395745

    Solar Panels-
    Solar Panels now slowly rotate over time based on the position of the (Albiet fake) sun. If the solar panel is set not to rotate, then based on the position of said fake sun; then it will generate either less or more power.


    I MADE DERMA FOR THE GENERATORS!

    http://steamcommunity.com/sharedfiles/filedetails/?id=627843388
    http://steamcommunity.com/sharedfiles/filedetails/?id=627843629

    Materials and such made by me, inspiration from SS13.

    What do you think? Any questions? Feel free to give suggestions.


    Big Thanks to -
    @NightAngel - For helping me optimise the entities further.
     
    • Winner Winner x 1
    Last edited: Feb 20, 2016
  2. Interesting concept, but hard to put into practical use in roleplay maps. In single-player ones? Fuck yeah. But, with the lack of persistence in multiplayer, it'd be hard to implement.
     
  3. duck

    duck Phant0m Legend

    Better done in Lua.
     
  4. It IS done in Lua, :)

    Added new entity - Solar Panels - http://steamcommunity.com/sharedfiles/filedetails/?id=625476463

    Generates power and gives it to the generator linked to the wires on that sub-system.

    Persistance isn't needed, but can easily be added. I think.
     
  5. Dear god I'd like to collab with you at some point.
     
    • Friendly Friendly x 1
  6. duck

    duck Phant0m Legend

    Are you talking about lua_run entities?
     
  7. Nope.
     
    • Like Like x 1
  8. http://steamcommunity.com/sharedfiles/filedetails/?id=625949654

    Each entity correctly synchs with each other on their own, setting up their on base/line to each other without assistance.

    http://steamcommunity.com/sharedfiles/filedetails/?id=626004645

    Wires can now have multiple generators attatched to them along that base/line, having two generators attached to a circuit will work; however each generator will try and fight over the closest wires to them. If a generator should be at or over a certain power threshhold; then it will attempt to re-assign the circuit to another generator on that circuit.

    Edit: Wires can now share power to map entities like light_spots so that the map doesn't need to be full of expensive dynamic lights.

    http://steamcommunity.com/sharedfiles/filedetails/?id=626037538
    http://steamcommunity.com/sharedfiles/filedetails/?id=626037469

    Edit 2:
    http://steamcommunity.com/sharedfiles/filedetails/?id=627051657
    http://steamcommunity.com/sharedfiles/filedetails/?id=627062402
    http://steamcommunity.com/sharedfiles/filedetails/?id=627062194
    http://steamcommunity.com/sharedfiles/filedetails/?id=627062882
    New Engine/Generator and Solar Panel models, also images showing further indepth light_spot usage.
     
    Last edited: Feb 18, 2016
  9. Generators and Solar Panels updated further -

    Generators -
    Generators now show how much power they have left, this goes from a long green bar to a small red bar over time based on power.
    http://steamcommunity.com/sharedfiles/filedetails/?id=627395411
    http://steamcommunity.com/sharedfiles/filedetails/?id=627395561
    http://steamcommunity.com/sharedfiles/filedetails/?id=627395745

    Solar Panels-
    Solar Panels now slowly rotate over time based on the position of the (Albiet fake) sun. If the solar panel is set not to rotate, then based on the position of said fake sun; then it will generate either less or more power.
     
  10. Cinder

    Cinder psychopathic furry with anxiety Clockwork Customer

    Hurry with these. I want some form of fake energy for my fake Space Station 13 map.
     
  11. Well it's not quite /fake/ energy, because it's very much real energy that powers the maps systems and can regenerate and such; it's kinda psuedo energy because it's not instant and when disconnected from things it can take a while to effect the area. (Though wires keep their power for a while and actually have a backup store, so you could think of each wire having their own backup storage that they charge on their own incase of power failure.) it's not exactly spacebuild tier coding. (Though I remember spacebuild being a pain in the ass and no longer even working, oh and kind of laggy with even small systems.)
     
  12. I gotta be honest, that's pretty fucking amazing.
     
    • Agree Agree x 1
    • Friendly Friendly x 1
  13. Cinder

    Cinder psychopathic furry with anxiety Clockwork Customer

    I do have a legitimate idea though. A three and four-way wire panel so you're not getting power from magically unconnected wires like in this picture. If ends don't touch, no power for you.
     
    • Agree Agree x 1
  14. I do have those, but that's all testing/such so I havn't included them yet. :) (They all use the same model.)

    Edit - I MADE DERMA FOR THE GENERATORS!

    http://steamcommunity.com/sharedfiles/filedetails/?id=627843388
    http://steamcommunity.com/sharedfiles/filedetails/?id=627843629

    Materials and such made by me, inspiration from SS13.
     
    • Like Like x 1
  15. Cinder

    Cinder psychopathic furry with anxiety Clockwork Customer

    Materials made by you, my ass. I play SS13 enough to know the buttons and logos are near-direct rips.

    (Good job. Just keeping my edgy furfagness going)
     
  16. Lol, they were made by me; but I made them to be exactly the same because of it being inspired by SS13 (That and I want to make a map where there's constant issues going down on a spacestation that the player and any other players (If it's multiplayer) will have to solve or they die.). I still made them, just; kinda copied them ;p

    This is the SS13 Menu I used for reference - http://puu.sh/hoguz/36cedff4ad.png
    This is mine - http://steamcommunity.com/sharedfiles/filedetails/?id=627843388

    As you can see, it's quite similar but not exactly the same.
     
    • Like Like x 1
    • Good Coder Good Coder x 1
  17. Cinder

    Cinder psychopathic furry with anxiety Clockwork Customer

    I know. And that's exactly what I meant about having this for a Space Station 13 map. Screw being Spacebuild, I just want the power issues. And I'd like to see your menu show the total charge like SS13's as well. Easier to tell than the line on the generator now.
     
  18. You mean the charge of EVERY generator? Or just the generator it's on/you look at and use? Because it already does that. owo
     
  19. NightAngel

    NightAngel Fuck off Lev

    I like the derma, it's nice and clean. Good job.
     
    • Friendly Friendly x 1
  20. Thanks to you I've managed to optimise the entities even further. <3
     
    • Friendly Friendly x 1

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