Trigger once and trigger multiple can have health too.
with a trigger once the collision box is removed once it has been fired too, so it won't block the player either.
For 2
#10924 posted by necros on 2011/03/06 23:43:39
check the 'doors_dont_link' spawnflag on the func_doors.
#10925 posted by ericw on 2011/03/06 23:49:48
It should be possible to tweak the 'lip' value for the button so it doesn't move. Maybe there's an easier way though.
To get the button's texture to change when pressed/shot, use one with a "+0" prefix. When triggered the button will switch to the corresponding texture with a "+a" prefix. If you have more numbered and lettered textures it will animate in the cycle (+0foo, +1foo, +2foo, etc) and then switch to (+afoo, +bfoo, +cfoo, etc.) when pressed/shot.
@ericw
#10926 posted by jt_ on 2011/03/07 00:08:21
I'll try that later.
This is what I have so far. Requires rmqdemo2. Just unzip in the rmqdemo2 folder and playdemo metaldemo.
Help With GtkRadiant 1.5.0 Plz
#10927 posted by small on 2011/03/07 16:51:03
when ever i create something it can never load the textures (Texture load failed: "textures/"). im doing a trem map.
what do i do?
#10928 posted by Alban on 2011/03/07 19:52:10
i have a problem. when i click cs it says:
Wad file gfx.wad doesn't have WAD3 id.
Helllpppp me pleaase
#10929 posted by negke on 2011/03/08 10:47:48
small: Doesn't the Tremolous website have a guide on how to set up the mapping tools? You need the game pack with entity information (trem.game folder) and the game path has to be set correctly in Radiant. If it doesn't read the textures from the pk3, try extracting the textures and the scripts folders into tremolous/baseq3 (or however it's called) dir.
Alban: Err, install HL/CS properly then? The HL engine uses the WAD3 format, Quake has WAD2.
Losing Weapons
#10930 posted by Mike Woodham on 2011/03/09 09:11:35
What are the circumstances for losing weapons between maps e.g. is it automatic, can it be set on/off with a flag.
I have had to split my final map into two (this makes three in total including FMB_BDG) and I will need to to account for the loss of weapons as the maps are continuous.
(This is the map that I released a couple of years ago where I was over every limit so split it into two and only released part of it. The other half was finished some time ago and I am now populating it with meanies and will release it later this year)
Negative Backpack Hack
#10931 posted by ijed on 2011/03/09 12:15:06
Mike
#10932 posted by necros on 2011/03/09 20:09:03
quake only resets weapons if you enter a map called start.bsp. this is the only case.
the alternative is if you use the console 'map xxx' command via a custom trigger entity.
#10933 posted by small on 2011/03/09 21:06:19
yeh i found out what to do thanks
Quoth: Info_trap
Trying to make a trap that shoots lava balls in an arc. Got everything working nicely except it refuses to display progs/lavaball.mdl as the projectile model...
So what am I doing wrong? :E
Arrgh
#10935 posted by Preach on 2011/03/12 20:47:30
It's because there's a horrible mistake in the documentation which got carried over into the fgd. You need to set "modelpath" rather than "model". Sorry!
Ah okay, cheers. Works perfectly, even leaves the particle trail which I didn't expect.
Rah Catapults ahoy :D
ZQF
#10937 posted by RickyT33 on 2011/03/12 22:48:14
Sounds awesome :)
Importing Meshes Into Radiant
#10938 posted by Jago on 2011/03/14 01:06:28
If I wanted to import a mesh into Radiant, to use as a rough base for a Q1 map, how would I go about doing that and with which version of Radiant?
Wasn't Sure Where To Post This So Putting It Here.
I threw together a quick description thingy of my Ogre sequence.
It's more just a list of what objects are involved and what they do. Feel free to comment or tell me how badly I laid it out :)
http://www.zealousquakefan.com/2011/03/tutorial-ogre-chainsaw-intro/
Awesome
#10940 posted by RaverX on 2011/03/22 23:05:29
Awesome, simply awesome. Excelent work Zealous.
Saw This, Forgot To Comment
#10941 posted by ijed on 2011/03/23 00:27:44
That's fucking great. Introducing enemies is always a good thing to do, but takes some time to get right.
Yeah...
#10942 posted by metlslime on 2011/03/23 00:35:43
that's one area where I think rubicon 2 suffered from not having a linear progression -- without a known map order, I couldn't really create a special intro for each enemy type. I did manage to create first encounters that were limited to just that enemy type, but they had no special buildup or memorable event around them.
I'm compiling a few things to start off that Quoth thread that Negke suggested. I'm not very good at writing this sort of thing but I've got a few tricks with rotates and info_traps I hope people would like.
I couldn't really create a special intro for each enemy type.
I was originally just thinking about how I'd introduce Quoth monsters in a mechanical sense, because despite the popularity of the mod I've read posts of people not really understanding or remembering their behaviour :E
Zealous
#10944 posted by Vondur on 2011/03/23 10:14:08
Ogre is indeed impressive! A pity you spoiled it in that video, would jump on my chair if i'd first got to see him in the actual level :)
OMG !!!
#10945 posted by JPL on 2011/03/23 11:51:54
It awesome !!
Indeed...
#10946 posted by distrans on 2011/03/24 07:40:11
...very impressive work.
How about having the player look through a one way glass (hack) and seeing some Pyros testing their flamers. Armour evapourates, health halves and bio suits remain untouched.
On another note, what software/process do I need to turn .dem into .wmv or .mp4 files?
#10947 posted by Spirit on 2011/03/24 08:08:05
Darkplaces let's you easily encode unimpressed AVI but of course it does look different from stock quake. If jdhack's engine finally was released you could capturedemo only limited by your harddisk's speed... joequake and its derivates also have AVI capture, iirc even with compressor support but I never found them easy to use. Whatever you do, make sure you encode to H264 or webm for good quality.
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