U;m - I'm
#12873 posted by quaketree on 2013/05/03 05:16:24
...whatever. Note the icon.
Preach You Are A Genius!
#12874 posted by sock on 2013/05/04 05:32:13
Post #3923 worked perfectly for a switchable trigger_teleport entity I wanted. I seriously hope you got the essence of that post on your site.
Also is it possible to safely kill a monster_jump entity with a killtarget on a trigger_once? Is there a way to stop the touch function of the monster_jump entity and then kill the entity next frame? I am looking for a map hack solution.
Oh Man
#12875 posted by Preach on 2013/05/04 09:45:55
That's a bit of an out of date method, the following post has a much more concise way of achieving the same thing:
http://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/
And yes, you can safely kill a monster_jump to turn it off, it's just a pity there isn't a way to toggle one instead.
Monsters Spawning Monsters
#12876 posted by ijed on 2013/05/04 15:23:57
Works like that in schism, thanks to the precache insight. They have separate precache functions that are called from their classname, and I'm still not sure I understand how it works.
Gb did the work, based on Preach's stuff. Now much later I'm using it for splitting tar babies and enforcers spawning their own defense drones...
That Was Interesting!
#12877 posted by RickyT33 on 2013/05/04 15:43:17
Did not know that. So I can trigger a trigger mid map using vanilla progs!
Ex-rmq Monster Spawning
#12878 posted by gb on 2013/05/04 23:50:39
I think the RMQ monster spawning was based on Scourge of Armagon, Drake and some of Necros' stuff in Chapters.
Not sure how much Chapters / Quoth has taken from Scourge of Armagon, but I reckon SoA was the first mod to do the monster spawning stuff.
I believe there is some SoA and also some custents in Quoth, or at least in Chapters.
By the way, some of that code is horrible, especially where it clones an entity. There are engine extensions MUCH more effective for that purpose... and faster. But it depends on the target engine.
#12879 posted by gb on 2013/05/05 00:36:31
... just like entity alpha. :-p
#12880 posted by necros on 2013/05/05 02:49:59
The original spawning code borrowed very heavily from hipnotic.
I used custents for that first map I made. It's a great mod with a lot of interesting things in it, but you are better of picking and choosing things from it rather than using the whole package because there is so many things you probably won't need.
it's also a great mod to see some things that are not in stock progs.dat and can give you some ideas for other things like the mechs and security cameras, or the new gun.
Q3map2 Sunlight Entity Problem
#12881 posted by Spiney on 2013/05/07 17:51:28
I'm stumped on this.
So I've made a light entity and pointed it to a info_null with targetname "pointsun".
It's got the _color and _sun tags set. No spawnflags.
At first it flat out refused to work, and now suddenly it turned into a big pulsating light out of nowhere? What the hell am I doing wrong?
#12882 posted by Spiney on 2013/05/07 18:00:00
Okay, apparently I had something else pointing to it. It's a sunlight now, but it's still flickering. I thought vanilla Q3BSP didn't support lightstyles?
#12883 posted by Spiney on 2013/05/07 19:24:00
Hmmm, seems like a compiler fluke in the generated shaders. No idea how this got in here.
// Q3Map2 custom lightstyle stage(s)
{
map $lightmap
blendFunc GL_SRC_ALPHA GL_ONE
rgbGen wave noise 0.5 1 0 5.37 // style 32
tcGen lightmap
tcMod transform 1 0 0 1 0.00000 0.50000
}
Bah, that took too long to fix :(
#12884 posted by gb on 2013/05/07 22:07:32
Use a sky shader for sunlight. :)
Alpha Mask Textures
I know RMQ engine supports masked textures (to make fences and such), but which other engines support it?
#12886 posted by gb on 2013/05/08 01:18:05
DirectQ.
#12887 posted by gb on 2013/05/08 01:19:39
And FTE, I just checked.
Yeah..
I had a look anyway after I posted. It seems this is a standard feature of RMQ and anything that forked from fitz after a certain point.
Gb
#12889 posted by Spiney on 2013/05/08 02:28:05
Yeah, using sunext and skylight now with all the bells and whistles :)
Deathmatch Map
#12890 posted by mechtech on 2013/05/08 16:17:49
While waiting on the Quoth update. I'm thinking of doing a DM map. I want bot support because I don't DM. What would be the best bot to use? I want to use waypoints.
Frikbot
#12891 posted by ijed on 2013/05/08 17:17:47
Has a nice waypoint system.
You build it in-game by placing points then dump it to an external .way file that you bundle with the level.
Ijed
#12892 posted by mechtech on 2013/05/08 17:50:04
Sounds good. I think I played with that on a few years ago.
GTKRdiant 1.4/1.5 Elevator
#12893 posted by Blueultima on 2013/05/12 08:11:12
Hi iam just wondering if there is anyone can tell me on how to make an elevator lift that i make? I know it is a noobish question but you can contact me on x-fire blueultima thank you for anyone able to get back to me.
Func_plat
#12894 posted by negke on 2013/05/12 09:23:59
Build the elevator in its extended position (up) and make it a func_plat. If it has a cylinder to the bottom, you're set. If it's a floating elevator, set its height key to determine the moving distance to the ground.
With the plat_low_trigger spawnflag, it can be made to only start moving when stepping onto it from below, otherwise it will also start moving if you jump down the shaft.
The Power QuArK
#12895 posted by JPL on 2013/05/16 22:14:19
#12896 posted by - on 2013/05/17 00:26:36
Any tutorial that starts with 'set the grid to 1 unit' should be cause for alarm. Nothing about those pipes are done correctly.
Haha
awesome scamps...
I have to say I really should get some pipe prefabs made up (especially if I do any more base maps). It'd be nice to have a 2d brush shaper/rotator tool like in UED.
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