Event_lightning
#11428 posted by Orl on 2011/09/22 03:01:06
Hopefully somebody can clear this up. I am familiar with how the event_lightning entity works, as explained on the forge here http://www.quakewiki.net/archives/worldcraft/entity/standard/std2.shtm#1
What I want however, is to have four lightning bolts go off at the same time. So I simply tried setting it up the same way as the first one I made which works fine, however only the first lightning bolt goes off, the other 3 that are triggered to go off, do not.
What am I doing wrong, or what is the trick with the event_lightning entity that I can have four go off at the same time?
Lightning Bolt, Lightning Bolt
#11429 posted by Preach on 2011/09/22 10:17:20
The chthon lightning is hard coded for one use only. If you want multiple bolts you might have to use the hack detailed here:
http://www.celephais.net/board/view_thread.php?id=37116&start=11&end=11
Orl Lightning
#11430 posted by mechtech on 2011/09/22 13:56:23
#11431 posted by Orl on 2011/09/23 03:07:58
Thank you Preach, I knew there was going to be some complicated hack involved, but you explained it well. And thanks Mechtech for showing me that progs.dat reference map, I'm certain that will come in handy in the future.
Unfortunately, the lightning bolt hack does not have the effect I was hoping for. The bolt only lasts for less than a second, and one of the bolts I set up goes in a completely different direction then what I set its v_angle to.
Regardless, having these bolts appear is just for detail in my map, and in no way affects the gameplay, it was merely just for looks, but I can do without.
I Ran Into The Same Problem In The Hand
#11432 posted by RickyT33 on 2011/09/23 03:39:47
I ended up using lazers instead.
#11433 posted by necros on 2011/09/23 03:50:29
to make the bolt last longer, make a bunch of relays each triggering the lightning, and being triggered by the actual trigger.
then set incremental delays on each, so the first has 0, the next 0.2, 0.4, 0.6, etc... for as long as you want.
if the bolt needs to last a long time, you could try using a nail shooter logic gate and opening and closing the logic gate func_door to turn on and off the lightning.
Good Suggestion Necros
#11434 posted by Orl on 2011/09/24 03:24:08
Using the trigger relays, I have managed to get the result I want, close enough anyway. Only problem is the clutter of relay and trigger entities everywhere, but I guess its necessary. :)
#11435 posted by necros on 2011/09/24 04:02:11
you could always just stick them way outside the map and cover them all with a single brush so they don't cause leaks if they really bother you.
i usually just put up with them though. :P
#11436 posted by gb on 2011/09/26 00:45:04
Or just use QC.
Func_togglewall
#11440 posted by mechtech on 2011/10/16 20:57:53
Just curious why func_togglewall set to emit particles is not effected by vis. Ignored in the PVS ?
#11441 posted by necros on 2011/10/16 21:18:10
all tempEntities ignore pvs. that includes lightning.
#11442 posted by necros on 2011/10/16 21:20:00
to elaborate, it probably has to do with speed. i think it's faster to just always draw particles rather than check visibility on each one (explosions spawn a hundred or so particles).
in the case of the larger tempEntities, for example beams and explosions (and chthon lava splash), the area they can travel is quite large so simply testing pvs on the spawn point is not enough.
Yeah,,,
#11443 posted by metlslime on 2011/10/17 07:08:53
theoretically each particle effect could have a bounding box (hard-coded once someone figures out what the sizes should be) and the server could do a pvs check on each effect using the box. effects are short enough in time that it would pretty much work.
My Old Map Doesnt Work In NQuake
#11444 posted by Quid on 2011/10/26 12:44:33
Hello everyone,
I used to play Quake back in the days, back then i made a map called Battle Zone.
You can grab it here: http://www.quid.dk/temp/battle.rar
It works fine when i play it in WinQuake, but when i load it in nQuake it just crashes with this message: http://www.quid.dk/temp/battle.png :(
Another person tried the map in a clean ezQuake and it works fine there.
Anyone know why? And how i can get it to run in nQuake?
I've Never Even
#11445 posted by Drew on 2011/10/26 14:56:31
heard of nQuake!
NQuake
#11446 posted by Quid on 2011/10/26 15:22:31
nQuake is package build on ezQuake, includes everything you need as a newcomer :)
http://www.nquake.com/
#11447 posted by negke on 2011/10/26 15:45:15
The map seems to be okay, I can't see any conflicts. So it's probably something with ezQuake, possibly a wrong config setting or missing files on the server.
*something With NQuake
#11448 posted by negke on 2011/10/26 15:48:52
Seeing how much bullshit it comes with, I'm not surprised that something like this happens. You might want to ask in the quakeworld.nu forums, as the nQuake teams hangs out there. Maybe you didn't set deathmatch 0 and there's no qwprogs.dat installed?
#11449 posted by Spirit on 2011/10/26 15:50:39
i briefly tried it yesterday and it froze ezquake for me (on Linux). other engines were fine. aguirre's engine reported no exceeded limits. so I would suggest turning to the ezquake developers. maybe check what other qw engines do,eg zquake or fteqw.
#11450 posted by anonymous user on 2011/10/26 18:19:43
I tried it now in a clean install of ezQuake and it works fine, so i guess its a problem with some of the settings or addons for nQuake :(
Netradiant Help Plz
#11452 posted by anonymous user on 2011/11/05 17:38:35
How to select entire func_?
How to flip clip plane?
How to make cloned brushes shift
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