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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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why freeze the player? they'll stop to read the messages when they come up anyway :)

for multiple messages you just want several different trigger_relay ents with the same targetname but different 'delay' values on them, eg. one with 0, the next with 3, then 6, etc... 
Yeah 
Just have message scripts at key positions and the player will stop to read them, as rj said. You can even make centerprints with linebreaks by putting \n between the lines - not recommended, though, unless the second line is very short. You could `freeze` the player by putting such messages in front of locked doors or bars that only open afterwards. 
Yes & No 
Yes.. I agree with ya all, but :
1)in Quake there's no a game_text entity
rj: trigger_relay ?! can you explain me better?
2)my maps are sp not multiplayer so there's only 1 player to be frozen (anyway frozen is not so important)

Point is I want to create some intro for my map.. also static pictures could do the trick BUT I don't want to touch qc code if possible :)
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If I got it right you say only Zerstorer and Vision(DarinMcNeil) have attempted to do cutscenes ?
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Is it possible to start my map with a
non-playable demo(Nehahra style)exiting to my playable map .. so I'd have a damn intro ;)
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Futur4 
You really should experiment with each of the available entities first. Then you will see all of their lovely limitations ;)

Trigger_once contains a (centerprint) message that you can set.

Check out the intro to Vondur's new map for an example.

Keeping the player 'frozen', however, is going to be more trouble than it it worth, IMHO. 
Zerstorer Progs 
That's the answer. There are some speedmaps....

http://www.celephais.net/board/view_thread.php?id=60162

I wonder how easy it would be to get some zerstorer mapsources? 
Generic, Rickyt23,.. 
..What is max length(characters) of a message with trigger_once ?
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How do I implement cutscenes portion code from Zer or Vision in my mod? Copy/paste in the progs.dat? Or need to modify other files ?
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Why nobody has created a simple camera entity for Worldcraft/Quake yet ? (eheh) 
They Have Created The Entity 
info_camera. And if you do want to create your own mod then there's inside3d.com. I have zero QuakeC ability. You can map for Zerstorer (it's very similar to Quake, just a few entities added!
The mod comes with documentation and the source for the progs.dat! Inside the .zip you will find DEVKIT.txt and DEVKIT.zip. There lies the key! 
 
Read And Understand 
The CutsceneCameraKit has all you need.
You don't need to bunch Zerstorer.

http://members.home.nl/gimli/cck.txt

And as I couldn�t find the level on Quake addict...,

http://members.home.nl/gimli/VISION.ZIP 
Visions 
Darrin MacNeal was so good to make this level and add the CCK in 1-15/97.

Great level, I couldn�t find it on QuakAddicted. 
 
i feel i should warn you... even if you get the camera thing working, you will not get good results from panning the camera. stick to a still camera or at the most slide the camera itself.
if you must pan the camera, do it quickly.

low angles resolution means a slow pan will be very jerky. 
Good Luck 
 
Aderlass Source 
 
trigger_once max characters is just under 40 I think, with 3 lines and 2 linebreaks (/n)

I remember seeing good panning results on newer GL game engines, not sure though. Always worth watching for me. 
Ok I Got Vision By DarinMcNeil 
..actually I've just completed my big dvd(9gb)with all(I mean all!) Quake single-player stuff(but also dm)ever created..all sorted by author! a 4 years work! :(

..I know I'm crazy.. now little by little start playing ! 
Relays 
1)in Quake there's no a game_text entity
rj: trigger_relay ?! can you explain me better?


trigger_relay is your standard generic point entity trigger. by point entity i mean it doesn't have a brush; it cannot be activated by touching; only by another entity targeting it.

so for a sequence of messages on the screen, you would have a trigger_once (or trigger_multiple) that the player would pass through, then that might have a target of 'gametext1'. you can then have three trigger_relay ents, all with a targetname of 'gametext1' but with different delay values like i described before. then you would simply edit the 'message' field in each one to display your text on the screen. you can even use the trigger_relay ents to target other things, which makes them far more useful than a plain game_text trigger :)

for alternative intro ideas without cameras or demos, you could have the player suspended in an invisible clip box above a special area, or moving slowly through a trigger_push, before being teleported to the start location... 
Also 
If you give a teleporter a name then it won't teleport the player until you activate it. 
..nice Idea ! 
Oh interesting .. the player suspended, so one could create sequences such when Gordon was captured in HL..
though free look is a problem for an intro..
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Thanks for all suggestions..
Someone can explain(I'm a novice of qc code) step by step the implementation of camera code by DarinMcNeil ? -i've read the .txt-
What files specifically do I need from it?only the progs? Cutscenes must be configured in Worldcraft or not ? 
Carefull With Parms 
The included level show most of the noted parms. I've extruded the vision.bsp to a mapfile with winqbsp. Then you can see the chosen entities, and how they act.

I tried out some of the events, and most are usefull. But the options are somewhat tricky so I copied parts of the map file to my own to identify the different use of the info_script.

If you're not familiar with quake.qc it's easier just to use the included progs.dat.
At least it is not as heavy as the whole zerstorer progs. 
..MadFox (or Others) 
I know the entities involved.. but I need help with the progs:

example: so I have to put Vision progs in my mod folder and create cutscenes editing the code in it ?? or camera entities can appear in Worldcraft ?
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what about camera code included in CUSTENTS by generalWart ? 
 
You put the progs.dat in your mod folder and create the cutscene in Worldcraft with the new info_camera and info_script entities as per the instructions in cck.txt. 
Fgd File Entries 
If you load your fgd file into a text editor, you can add the new entities there, then you can use the smartedit feature to set them up. The fgd is the "forge game data" file, and you will find it's location by looking in the options menu in Worldcraft. The syntax is fairly easy to understand, I would just make the info_camera entity based upon copy and pasting the entry for an "info_notnull", then changing the necessary info. 
Thank.. That's What I Needed To Know 
One last thing..
from the Vision.zip(DarinMcNeil) I need progs.dat only? cause he included many files.
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So I copy entities code from Darin in my fgd and the new entities should appear in Worldcraft ? Is all that simple ? 
Urgent ! Sorry For So Many Posts But.. 
My other issue was with ambient_sounds..

..Atlast I got them to work! But in order to be audible ingame I had to place these ambient sounds really close to the player!
My error was to place them at the 4 cardinal points(as in HalfLife) of my map.

So now they work.. but useless! cause my goal is to have a looping ingame music constantly audible wherever player is !

..suggestions ? 
Use Quoth Mod... 
.. or die ;) 
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