News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
Yes 
i ran into this problem back in ne_tower.

you could try making a giant info_notnull trigger_once in the area the player will be in that is only turned on when the lightning trap hits the trigger once, and have THAT trigger target the relays and monsters. this way the player will be the activator. 
Heh 
i should refresh pages before posting. -_- 
Addendum 
There is no chance in co-op that the monsters will go after the player who is AFK over the one in the arena.

Reads better as:

There is no chance in co-op that the monsters will go after the player who is AFK in spawn ahead of the one in the arena. 
Oh Yeah! 
For once my verbose answer is in before Necros' concise one! 
Haaah 
I love you guys!

(did I already post this?) 
Apparently Not 
 
 
I think I've fixed it, ta guys 
 
Hah just after typing that I played it through again and both major horde sections broke, grr :p 
 
Battle not with monster activation issues, lest ye become a monster. And if you gaze into the void, the trigger_hurt gazes also.
- Preach 2009 
 
Sod that I was planning to release an alpha of this bloody thing today! :( 
 
anything that stands in the way of horde gameplay is a good thing. I wonder how great rage could have been without it. 
 
you mean, any bit of the game with the mutants? :P 
 
Guh it is actually not working just with a straight trigger now. Monsters spawn but don't aggro. grrr. 
 
I've reduced the spawning down to a single trigger the player walks through, and waves are staggered by doors in front of different groups... but it's only waking about half of the monsters anyway. Added multiple triggers in a line, or a single trigger multiple the player sits in and fires every few seconds, still isn't doing anything. Bit confused :p 
ZQF 
This aint a fix, but:

You could just normal monsters with the spawned and alert flags. This way you have 100% control of where and when they spawn, its easier to implement skills etc. I dunno if that would work in your map, but its an idea maybe :S 
 
Yeah I'll mess around with how they are activating... I think I've worked out one factor that's causing trouble, some groups still had different spawn delays, and I think that was causing some telefragging and messing things up :p 
Worth A Look 
Even if you do get it fixed, do set aside a copy of the map how it is now and send it to me sometime, I can check there isn't a bug in the code that way. 
 
there's horde gameplay in rage?! :D 
 
My conclusion is it is the spawn delay that is causing the mobs to not activate on spawn. I created a set spawned by the same trigger, two with no delay and two with ten seconds, first activate the second don't :E 
 
isn't the auto-wake feature broken in quoth2? i know it definitely is for the horde spawner. 
 
This so far is the only time I've had trouble with it :E

The reason I've been using it so much at this stage is because when I first started mapping I didn't realise that triggering a monster woke it up, so I didn't know I could have everything in an external closet prespawned. I was learning how to build levels whilst working on this project so it's a huge mess of shit I know how to do better now :/ 
Patches 
I thought that it was broken in the original release but the 2.1 patch fixed that.

If you could produce a minimal map which exhibits the issue that would be much easier to diagnose. 
Finally Isolated It 
It's a combination of the delay and telefragging. If a delayed mob telefrags one already spawned, then any other mobs triggered by the same action but yet to spawn (and other mobs spawning at the same time but NOT involved in the telefrag) no longer spawn alerted.

Now I'm aware of it it shouldn't be something too hard to get around, just means being less sloppy about creating spawn closets, but for you to observe it Preach:

http://www.zealousquakefan.com/junk/delaytest1.bsp 
Cool 
So if you can guarantee that no telefrags occur, the alert-spawning will work fine?

Looking forward to your map, ZQF :-) 
 
This does explain why it was only affecting one fight, because of the three big fights I used different methods to make the closets :E 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2025 John Fitzgibbons. All posts are copyright their respective authors.