Well, I think claymore (a cone of fire) is no problem, but first ...... you want cone to which direction? Let me know.
Allowing silent hand to hand kills is harder and requires the player to remove their armour and all weapons/items, which means melee weapons that should be silent wouldn't be allowed. It probably wouldn't take into account thrown weapons either. But you can have the trigger;
condition
team/unit has equal to 1 deaths at zone x
human has less than 1 items tagged equipped at zone x. (leave the tagname field blank).
action
change team z alignment to team 1 to 0, (or whatever it was before)
give 100 reputation points to human. (optional)
You can use exit grids but it's a one way trip and the first map would become permanently unaccessible. What performance problems are you getting because some of the biggest custom maps run better than the default missions?VFSniper said:Can I use exit grids to divide a level similar to what was done in Fallout 1,2? I think that my expand areas for mission 1 appears to be causing poor game performance, so I'd like to divide it into the orignal mission 1 and the Cave areas.
Not that I can think of.VFSniper said:Second question, is there anyway to force a loading screen to appear at a certain time?
Is that just in the editor? Because the editor isn't as optimised as the game, and what tiles are you trying to update as you only need to do that once the map is finished.VFSniper said:To answer your question, poor scrolling speed and the update tiles function doesn't work at all.
Nope.VFSniper said:Couldn't I use zones to work-around the exit grid problem?
It's just the mission name, not the file name.VFSniper said:What is the naming structure for the goto mission trigger...if doesn't seem to make logical sense.