[MAP] Gladiator Blood Arena

TheSev
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[MAP] Gladiator Blood Arena

Post by TheSev » Wed Apr 24, 2013 7:19 pm

Need Anton's a198 arena script to run in a199 found in the SUM Launcher!
This is my first map that I ever made for anything. Its the gladiator mode with weapons and some other things i added in. It's not that good but I found it fun to play around with slow mo and it gets good when there's more than one rabbit. Hope you like it :D

If the weapons get stuck/glitched just press the "L" key.

Here's the thumbnail for the map:
Image

Also make sure to get the weapon mods from the SUM Launcher!

Here are some screenshots:
Image
Image
Image
Image

Update: I added in some rag-doll hotspots :D

Map is on SUM Launcher now
Attachments
blood_arena.xml
(43.76 KiB) Downloaded 255 times
Last edited by TheSev on Thu Jun 20, 2013 8:53 pm, edited 5 times in total.

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Constance
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Re: [MAP] Gladiator Blood Arena

Post by Constance » Wed Apr 24, 2013 7:42 pm

Cool thumbnail, but could we get some actual screenshots?

TheSev
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Re: [MAP] Gladiator Blood Arena

Post by TheSev » Wed Apr 24, 2013 7:57 pm

Added in some screenshots :D

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iDubbbz
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Re: [MAP] Gladiator Blood Arena

Post by iDubbbz » Thu Apr 25, 2013 10:11 pm

This is pretty cool dude. For some reason I immediately ran over to the blades on the wall to try and cut myself. Completely oblivious to the fact that they are objects and not weapons :lol:

TheSev
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Re: [MAP] Gladiator Blood Arena

Post by TheSev » Fri Apr 26, 2013 5:29 am

Haha ya, I wish that they would actually stab you but I don't think you can actually change the size of the blades that cut. BTW love your videos, I've watched many of them :D

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RagdollZombie
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Re: [MAP] Gladiator Blood Arena

Post by RagdollZombie » Fri Apr 26, 2013 4:28 pm

It'd be awesome if there was a way to make sharp OBJECTS so that obstacles like spikes can actually kill you if you fall into them :D

TheSev
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Re: [MAP] Gladiator Blood Arena

Post by TheSev » Sat Apr 27, 2013 9:46 am

Can you maybe simply edit the weapon xml file or something to make it sharp like a normal weapon but have it possible to change the size and so characters can't pick it up? So it would be like a mix of the object and weapon. I might be talking nonsense though :P

Crackerjack
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Re: [MAP] Gladiator Blood Arena

Post by Crackerjack » Wed May 01, 2013 2:39 pm

Im new lol can someone tell me how to install this please

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RagdollZombie
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Re: [MAP] Gladiator Blood Arena

Post by RagdollZombie » Wed May 01, 2013 4:36 pm

After downloading it, just put it into your Data/Levels folder, then open overgrowth and type "blood_arena.xml" into the "load custom level" box and it should load :D or if its added to the SUMLauncher you can install the latest SUMLauncher and install the map from there. 8)

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last
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Re: [MAP] Gladiator Blood Arena

Post by last » Sun May 05, 2013 4:39 am

TheSev wrote:Can you maybe simply edit the weapon xml file or something to make it sharp like a normal weapon but have it possible to change the size and so characters can't pick it up? So it would be like a mix of the object and weapon. I might be talking nonsense though :P
There are hotspots that can imitate this for you.
I know that ZramuliZ has made 1 that will kill you, It is called fire_kill and it's code is really simple when you know something about scripts and code.
Here is the code for fire_kill_hotspot.xml

Code: Select all

<?xml version="2.0" ?>
<Type>generic</Type>
<Hotspot>
	<BillboardColorMap>Data/ZramuliZ/Textures/blank.png</BillboardColorMap>
	<Script>hotspots/fire_kill.as</Script>
</Hotspot>
And here is a script file code that will do all the killing or damage you want
The file name is fire_kill.as and it goes into data/scripts/hotspots folder

Code: Select all

void Init() {
}

void SetParameters() {
}

void HandleEvent(string event, MovementObject @mo){
    if(event == "enter"){
        OnEnter(mo);
    } 
}

void OnEnter(MovementObject @mo) {
	mo.Execute("TakeDamage(100000.0f); Ragdoll(0);");
	
}
This code can be modified to meet your requirements and then you can release this as a hotspot.

TheSev
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Re: [MAP] Gladiator Blood Arena

Post by TheSev » Sun May 05, 2013 10:02 pm

Thanks for the reply Last! I found the fire_kill hotspot while browsing through my overgrowth files and put it into the level. Unfortunately only one wall has it and whenever I try to put another one on the other wall, the game just crashes. I'll keep trying to add it in, maybe I will get lucky and it won't crash one time. :D

Also I don't really know how to modify these codes/scripts much. But I think this hotspot and your blood mod should probably create the desired effect. :D

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★ Ninja-Bunny ★
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Re: [MAP] Gladiator Blood Arena

Post by ★ Ninja-Bunny ★ » Mon Jun 03, 2013 7:11 am

Looks nice dude :wink: but for some reason i cant play it, It´s says That the spear model did not load correctly several times.

Item file "Data/Custom/samjb1992/my_stuff/ weapons/tribal_spear.xml" did not load correctly some help would be nice :mrgreen:

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last
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Re: [MAP] Gladiator Blood Arena

Post by last » Mon Jun 03, 2013 8:36 am

★ Ninja-Bunny ★ wrote:Looks nice dude :wink: but for some reason i cant play it, It´s says That the spear model did not load correctly several times.

Item file "Data/Custom/samjb1992/my_stuff/ weapons/tribal_spear.xml" did not load correctly some help would be nice :mrgreen:
How did you installed this mod? Did you downloaded it trough SUM launcher or you just downloaded the map .xml file from the forum and put it into levels folder?
I am asking you this because the tribal_spear is a custom object/item that is made by samjb1992 and it is a separate mod, maybe you are missing this tribal_spear object/item/mod.

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★ Ninja-Bunny ★
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Re: [MAP] Gladiator Blood Arena

Post by ★ Ninja-Bunny ★ » Sun Jun 16, 2013 12:45 pm

Hey, Sorry for the late reply I have downloaded the map from here and the samjb1992 mod from SUM launcher. :mrgreen: And yes i copied the xml. file into the levels folder. :?

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Anton
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Re: [MAP] Gladiator Blood Arena

Post by Anton » Wed Jun 19, 2013 7:45 pm

I've made a slight change to your map to make it compatible with a199. It's not the "proper" update, which should use the new scripts, but with my fix it will run the same way it did in a198.

Also, added this to the community content browser! :)

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