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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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Custom Func_rotate_train Sounds 
Yes, you can override either of the sounds by setting the noise and noise1 fields on the entity directly.

Also, re: the slime question, you can add an func_illusionary brush with a slime texture if you want opaque slime. You can add it a little bit below the waterline and get a layered effect, and you could even apply alpha to the entity if you just want lower transparency. 
Thanks Preach 
noise1 is the train run sound. Works well now just 1 more question. path_rotate plays the sound. As the train hits a path_rotate the sound is restarted (if not looped). How do I make some path_rotates not effect the sound? 
Sounding Out 
The path_corner will always trigger some kind of sound when you hit it, there's no way to keep a looping sound going smoothly without it restarting. The path_corner does have the ability to replace the train's sounds, so if you've got a non-looping sound, the trick to preventing it re-sounding at the path_corner is to give that path_corner the noise "misc/null.wav". You then have to make sure you restore the sound at the next path_corner you want to hear it from - the sound is overwritten from that stop onwards! 
Sorry For My Ogrografic 
 
Once again without the text please. That is hilarious! 
Peeeeee 
 
 
I'm ashamed. 
Weeee 
Good for an intermission camera shot:) Ogres pissing off the castle battlements 
Hahahaaaa!!!! 
 
XD 
Also good for letting the ogre pee on the player if he gets killed. 
Sock 
I don't think anyone mentioned this already, but you can disable the water and slime sound effects using compiler flags. The sounds are added at compile time and whether you can hear them or not is dependent on whether they are in a visible leaf or not. This makes them absolutely suck for open maps, where it is usually much better to just add your own sounds.

add these to your vis command line options:
-noambientsky
-noambientwater
-noambientslime
-noambientlava (doesn't have a sound anyway...)
-noambient (disable them all)

http://user.tninet.se/~xir870k/readmevis.txt 
Preach 
I have this map that uses point-sized triggers for monster teleports and centerprints as usual. For some reason, however, they are all messed up in Quoth, spawning with an actual bbox instead of a point. This might be related to bbox-borrow hacks I used, but it shouldn't affect the point triggers (and doesn't in other mods). Any idea/care to take a look? 
Features 
Quoth has built in support for point sized triggers:
http://www.quaddicted.com/webarchive/kell.quaddicted.com/quoth/quoth_tutorial.html#triggers

Essentially you position the entity where you want the lower corner of your trigger, and set mangle to the desired dimension of trigger. If you don't specify dimensions, the trigger defaults to 64x64x64, which is what you're seeing, I guess.

The best workaround would be to set mangle to something very small, like '0.1 0.1 0.1'. This should stop the point triggers overspilling. 
Addendum 
In retrospect this default size is badly done. Any default size could potentially break a map, but making it very small would probably avoid problems in 90% of cases. One more for the 2.2 patch... 
Yeah That Sounds Like It 
Funny I never noticed it before - and I always use point triggers for monsters. Probably because Quoth usually breaks so many things in my maps that I don't even test it carefully anymore. I'll try the low mangles. Thanks.
Disclaimer: this wouldn't be necessary if it wasn't for some specialists who always seem to run maps in the wrong mods without even realizing... :/ 
Paths 
Does Quoth treat monster pathing differently? Is the next path_corner called on touching the point instead of the box? Several monsters have problems on their patrols through cramped areas. 
Path_corner Changes 
Yes, there are some changes to accommodate the extra features quoth path_corners use. It looks from the tutorial like they've never been documented though...Corners support the following extra field for monsters:

wait: When non-zero, monsters will stand at this path_corner for wait seconds before continuing. If wait is negative, the monster will stand indefinitely. While standing, the monster will turn to face the angles set on the path corner.

The code that handles this is lengthy and I've been trying to pick my way through it without breaking it. I do know that one of the changes is that the monster is expected to reach the centre of the path_corner before it stops - there's a 4 unit margin of error, but it's much closer to the centre than the usual quake behaviour.

This can cause compatibility problems - in fact I already know that it breaks some pathing in e4m2. Unfortunately that leaves us in a bind, because reverting the changes now would break paths in maps designed for the new behaviour. So I think it may have to stay broken... 
Func_wall_relay 
Is there a way to have a solid brush entity with a trigger (relay) functionality? Apparently a regular func_wall's use field can't be overridden just like that. It seems like this should be possible with a notnull, but I'm somewhat confused as what the think field has to be. Sure, I could use a door with multi_trigger in its use field (to enable delay) or even a button, but this seems like even more of a hack than a clean notnull setup. The impact on network packets/performance is the same in either case? 
Func_wall Explaination 
func_wall already has a use function - it toggles the texture, which is why you can't set a custom use function directly. However, you should be able to use

"think" "trigger_relay"
"nextthink" "0.1"

to change the use function post-spawn. 
 
Awesome, thanks. I wonder if this creates a new set of possibilities that we haven't thought of before...

I knew you normally can't set custom use functions directly. However, strangely enough, it works on doors. At least setting it to multi_trigger allows for "delay" where originally the target is fired instantaneously. 
Delayed Response 
I think delay works on doors even if you don't set multi_trigger - the quake code is very good about using SUB_UseTargets for everything that fires an event. 
It Does! WTF 
For years I was under the impression it could only fire the targets immediately after activation unless set to multi_trigger. Feeling incredibly silly now.... 
 
Quoth question:
Could I make func_breakable objects bleed when shot? Also would be cool if it could trigger something on being blown up :E 
 
you could wrap the func_breakable in a normal shootable trigger that targets the breakable. 
 
That's what I'm doing atm but it's a bit awkward, especially if you want the player to stand on the breakable (don't ask me why k? :p ) cause they ice skate around :( 
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