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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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I hope you stub your toe on your dumb button. 
Yup. 
Then it will trigger the relay and remove the func wall. Unlike your essay of code, god knows what all that does, maybe someone else can read it and summarise for me. 
From The Quakelab - Exploding Walls 
Here's a file passed the BBS -
Exploding Walls v1.0 from The QuakeLab
6 okt 1996.
It is a nice example of exploding walls.

exploding walls

Have Fun With It! 
Func_wall Suggestions 
Thank you kindly for the suggestions, folks! I'll sink my teeth into it ASAP and I'll be sure to upload a version for testing when it shapes up a little more. 
@spud 
Why not a trigger once under a false floor (beneath the explosion) with health set instead of all that? 
 
No real reason other than autism, I guess. Or that trigger_onces don't take damage from explobox explosions. There's a thousand ways to accomplish the same thing, I just went with the trigger setup out of lack of knowledge for what triggers and buttons would do when in floors, behind geometry, inside the button, etc. 
Heh 
trigger_onces don't take damage from explobox explosions

duh me 
Spud You're Scaring The Children 
A trigger_once inside the explodobox will suffice 
Hide The Children. 
Trigger_once doesn't take damage from the explodobox. Keep up, man. 
Kept Up 
Quick test shows it working here 
 
You got a copy of the .map you can upload? I tried it multiple ways and no matter what, the trigger wasn't hurt and required being shot by the player separately, even when it's buried inside the box itself and should be at ground zero of the explosion. 
I Tested Earlier Also... 
I had same results as Spud. As he and others posted, explodbox did no damage to the trigger. 
Map+bsp 
 
Strange, I'm using what should by all means be the exact same setup and it doesn't work. I thought maybe it was related to entity order but my test has the explobox listed before the trigger_once, just like you do. 
Very Strange 
You can compile the map I uploaded and it works? 
How Do I Make Movers In Quake (Darkplaces)? 
The only id Tech-based game I've ever mapped for is Prey. I like its way to manage movers from its scripting system, where triggers call a scripted function that specifies which movers will have to move, in which direction, how long the movement must take, how many degrees they must rotate...

With the recent news of 3DRealms releasing a Darkplaces-based FPS soon, I started using GTKRadiant to map for Darkplaces. While the process of building the architecture for a level is quite similar to Preditor (because Preditor was based on GTKRadiant), there is no func_mover to select. So how do I add moving brushes in Darkplaces levels? 
@ww 
Yeah, compiled it using ericw's tools and it worked just fine, player_start health buffer and all. 
Devil Master 
This will be specific to the Wrath gamecode, not the DP engine code. For now, just mackle up placeholder movers using the vanilla Quake progs, using func_door, func_train or whatever, and then when 3DR release a dev kit for their game you'll have to convert your placeholder movers over to whatever system they are using. 
Movers In Darkplaces 
Oh. Then, I imagine there's no guarantee it's even gonna be possible to use something similar to Prey's movers, because 3DRealms had made a big deal about making everything with QuakeC, for authenticity's sake.
Which leads me to ask another question: is it possible to use QuakeC to move around models (e.g. .md3 models) instead? 
Explode Box Damages 
my trigger_once - no problems.. I set the health to 2, put the trigger inside (and outside) the box... works fine. 
Func_wall Question Closure 
Ladies and Gentlemen, you've truly gone above and beyond to satisfy my question, and I appreciate it very much.

TL;DR - So far, so good!

I tried trigger_once outside of my explobox, mostly satisfied, but in 1% of my playtests, a monster would trigger it and the wall sequence would fail.

My .map currently has a shootbutton underneath the explobox and it has triggered as intended in 100% of playtests so far. Today, I realized the button is making the typical button sound, and I'd rather not have that.

I'll try the trigger_once INSIDE the explobox, thanks again for the stream of suggestions. If I can't get it to work, I'll fall back to the button and accept the additional sound effect.

I just noticed there was further discussion about my question, so I felt the need to chime in. I do intend to post my map eventually, but it's my first "complete" map. I don't want to spam your board with numerous iterations of this cornball, amateur, mess of polygons. 
@-newflash 
#20058: closed wall that explodes, no matter how many monsters walk aside.
Just reset the path_corners somewhere behind the surface, or they will z-brush. 
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