No
#10837 posted by ijed on 2011/02/10 11:54:09
But it can be killed.
I think.
Well
#10838 posted by necros on 2011/02/10 21:08:04
it can be created and killed. soo *technically* you could call that toggling. but if you wanted to toggle more than once, you're out of luck.
you'd use that info_notnull trick with a bmodel to create a trigger_hurt and then killtarget it again to turn it off again.
#10839 posted by gb on 2011/02/10 23:58:31
Or QC. Pretty sure in Drake or RMQ it could be made toggle-able.
Maybe Toggl-able..
#10840 posted by JPL on 2011/02/11 16:28:07
..in Quoth ?
maybe no... :/
No
#10841 posted by necros on 2011/02/11 20:29:15
not without the info_notnull trick.
Yeah
#10842 posted by Preach on 2011/02/12 11:24:34
One of the first things I looked at after the release was was a proper toggle system (for everything), but it's not the kind of thing you'd put into an interim release...
So....
#10843 posted by JPL on 2011/02/12 15:39:50
... when Quoth3 will be released ? ;)
Um
#10844 posted by Preach on 2011/02/12 22:49:03
As soon as Rubicon 2 is...ah no...right after Duke Nukem is...er...
After Rmq?
#10845 posted by rj on 2011/02/12 23:44:11
Q3BSP????
#10846 posted by GiantCrab on 2011/02/13 02:20:11
Alright, im new here so please accept me.
Now to the point -
Ive heard that the Q3BSP format is better for many reasons comparing to Q1BSP. My intend to use Q3BSPs in darkplaces. Is there a way to convert .map files into Q3BSP? I downloaded Q3map2 but have no idea what commands to use with it or even what it does. Thanks :D
Try This
#10847 posted by necros on 2011/02/13 05:22:29
http://prdownloads.sourceforge.net/industri/mapcon_java.zip
it says it converts q1 -> q2 but q2 .map format is identical to q3 .map format.
Multi-toggle Hurt Workaround
#10848 posted by negke on 2011/02/14 00:10:56
You could probably place a flat trigger_hurt on the floor (or three units below) and cover it with an invisible (skip) toggle door. Something along these lines.
#10849 posted by necros on 2011/02/14 07:58:34
another solution, if you're using quoth, is to make a func_rotate_train with a trigger_hurt as the target (no rotate_entity or func_movewall).
remember, rotating entities will still set relative origin of all non-static entities targetted by it. (remember my wierdo speedmap with the droles attached to the rotating plane).
so you just move your func_rotate_train in and out of position and it will drag the trigger_hurt along with it.
roundabout, but it should work.
WC3.3
Is there something you can do to stop the VisGroups list being random?
It wasn't a problem initially but with 40 odd Vis Groups it's getting constantly searching the list. Making the window bigger would also be nicer :(
Guessing not but hey :)
Nah Sorry
#10851 posted by RickyT33 on 2011/02/19 15:14:56
I never had that many visgroups so I dont know! I tend to mostly use that feature when the editor says "WARNING: Too many visible objects", so I hide half of the map and carry on. I know that you CAN use it to really organise your map, but i never really bothered with it that much.
Skybox Rotation
#10852 posted by JPL on 2011/02/20 18:21:48
Is there any good way to make a skybox rotating in order to give the effect that is the center that is moving ?
i.e: I'd like to make a spatial base floating in space... hence my question...
Any idea ?
Impossible
#10853 posted by negke on 2011/02/20 19:37:13
Maybe only in some very hacky way. Like turning the skybox graphics into a large func. Or making a huge animated texture. Fitzquake085 has proper animation on sky-textured funcs, but this still doesn't help.
If your intention is to simulate a space station orbiting around a planet or some stars, you could try cutting out the corresponding bits of the skybox and use them for the rotation while leaving the actual sky black or with stars only.
Negke
#10854 posted by JPL on 2011/02/20 20:07:34
I was rather thinking making the complete skybox rotating... giving the impression this is the space station that is rotating... like a lost stuff in space...
Sounds difficult.... :/
Yeah
#10855 posted by necros on 2011/02/20 22:03:33
i don't think that type of effect is possible. i tried for a while to do something like that for the ne_doom map.
anyway, even if you did do it, if your skybox had a sun or some other light source you were trying to simulate with _sunlight settings, they wouldn't match up if the skybox rotated, so it's not a full win, even if you could. :S
Like Q2
#10856 posted by ijed on 2011/02/21 01:39:16
You need engine modification for that AFAIK and yeah, the sunlight wouldn't move.
Necros/ijed
#10857 posted by JPL on 2011/02/21 16:04:53
I agree with the sunlight issue... I just thought about it a little bit late ;)
and even trying to make the complete map rotating except the skybox will not work either, as the gravity will become the issue then... the risk is to fall, except if you play the map with zero gravity... and remains the problem of being able to fly over without issue....
Anyway, I can deal with this... no problem
Thanks a lot for the support ;)
#10858 posted by gb on 2011/02/22 02:24:01
It's possible, but the sunlight would only move with fully dynamic world lighting. Darkplaces etc.
However, Darkplaces + huge open maps = slow motion.
Asd
#10859 posted by asd on 2011/02/24 07:04:38
sad
#10860 posted by necros on 2011/02/25 02:28:55
been playing a lot of q1 episode 4...
there must be over 20 quad damages in that episode but i never seen them in custom Q1SPs.
how come no one hands them out anymore?
Digs05 Has A Couple Quads
#10861 posted by jt_ on 2011/02/25 03:09:02
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