Preach:
#13105 posted by metlslime on 2013/08/09 18:19:20
Probably you need to have some sort of flag or variable that cleared when the entity gets "used", and once cleared prevents the loop from repeating. Sort of like breaking out of a while(true) loop.
#13106 posted by czg on 2013/08/09 18:20:27
I'm imagining if you add a trigger_counter to the loop you might be able to terminate it after a certain amount of iterations? I'm not sure if I'm understanding the question right.
trigger_relay: tweedledee targets tweedledum
trigger_relay: tweedledum targets tweedledee
trigger_counter: tweedledum killtargets tweedledee, count 10
That should be activated 10 times in a single frame, at least in theory? Can't remember how killtarget works atm, maybe it doesn't remove the entity until the next frame.
I don't really see any practical purpose to the whole deal though...
Oh and this setup can't be reused of course.
Thinking A Bit More...
#13107 posted by czg on 2013/08/09 18:22:32
That depends on which order tweedledee activates the tweedledum entities. If it goes for the relay first it never reaches the counter obviously, and it most definitely won't work.
Hmm...
#13108 posted by metlslime on 2013/08/09 18:25:32
building on CZG's idea...
trigger_multiple:
"targetname" "a"
"target" "b"
trigger_counter:
"targetname" "b"
"target" "a"
"count" "1"
now the trigger_multiple's use function can trigger its own use function on the same frame, but for a total of only twice, instead of infinite times.
Re: Ijed's Question
#13109 posted by necros on 2013/08/09 20:23:29
the hard limit of faces and verts (regardless of engine extensions outside of new a format (bsp2)) is 65535.
External bsps do not count, but regular bmodels do.
Have you tried the old standby of removing large portions of the map to try to pinpoint the problem area?
Hm
#13110 posted by ijed on 2013/08/09 22:20:03
So its quite possible I just hit the limit with bmodels.
I don't have that many, but I haven't actually vetted the ones I'm using for vertex density. It's possible they've got lots of redundancy.
I tried removing certain lumps of geometry but not yet taking out entire lumps - that's next on the list. I'll give the 'big box' method of elimination a try as well.
In either case I suspect I'll have to either use external bsps or go to bsp2. Possibly both.
Thanks!
Fog Trap
#13111 posted by mechtech on 2013/08/10 03:57:34
Had an idea for a blindness trap for the player.
trigger_command
fog .9 0 0 0
Used Quoth
Map file
http://www.quaketastic.com/upload/files/single_player/maps/flashbang.7z
Another one e1m1 with a speed power up.
http://www.mediafire.com/download/tb0t1vaw3bxhz67/pwrtest.7z
Also uses Quoth mod
#13112 posted by necros on 2013/08/10 04:40:46
v_cshift makes more sense but i wouldn't mind seeing a silent hill darkness fog effect.
Did Something
#13113 posted by ijed on 2013/08/10 14:02:25
Similar but as a spell cast by a monster, using the shambles darkness effect when it casts lightning.
Worked pretty well, but unfortunately didn't really gel with the monster in question.
#13114 posted by necros on 2013/08/10 21:58:48
yeah, i never understood what that was all about. at first, i thought it was just some graphical glitch to do with the lightning.
I Reckon
#13115 posted by ijed on 2013/08/11 01:42:26
it'd work well as a direct attack, say, a special type of voreball that if it hits you leaves you blind for a duration.
Small Q
#13116 posted by qwfter on 2013/08/14 08:52:38
a simple question. how to carve shapes in other brushes? for instance what if I want to create a door port in the wall... do I have to create all the blocks around it just manually?
#13117 posted by Spirit on 2013/08/14 09:34:16
it depends on the editor you use.
better do it manually, carving usually leads to problems at some point. you can use splitting/cutting tools fine however, at least unless you do weird 3D angles.
#13118 posted by qwfter on 2013/08/14 10:08:35
i'm using trenchbroom. so is there anyway to put one shape in another and cut it out of it?
#13119 posted by qwfter on 2013/08/14 10:42:40
oh nevermind, got it. 'c' is for cutting.
Yeah
#13120 posted by ijed on 2013/08/14 14:37:30
'Carve' refers to subtracting one shape from another automatically, and usually means that the resulting geometry is a mess.
By Mess
#13121 posted by ijed on 2013/08/14 14:38:46
I mean it might look ok, but won't compile without leaks or holes.
The 3 point cutter in trenchbroom, combined with shift dragging faces (kind of like extrude) should be enough for you to make most things you want pretty easily.
Carving Saves Time Sometimes
#13122 posted by mechtech on 2013/08/14 16:50:50
Anything but box shapes causes problems using Hammer. If you want to add light textures to a ceiling for instance. cut/paste/carve/repeat is a nice fast way to do it.
#13123 posted by necros on 2013/08/21 01:39:25
what's the precached model limit in Fitzquake/Quakespasm/RMQ?
In glquake it's 256 (this includes map bmodels)
#13124 posted by necros on 2013/08/21 01:45:15
nevermind, i suck and can't read the FQ documentation that clearly says it's now 2048. :P
Quake 1 Episodes
#13125 posted by Flesh420 on 2013/08/25 00:27:38
Hello, I'm new to mapping for Quake but have picked it up rather quickly. I would like to know how I'd go about making a .pak file instead of just single maps, like creating a whole episode. I've no idea how to make an episode and any help will be much appreciated. Thanks!
#13126 posted by necros on 2013/08/25 00:34:35
I use pakscape: http://eliteforce2.filefront.com/file/;1327
You drag and drop folders and files in just like winzip.
All that .pak files are are just .zip folder style containers with files in. :)
Thanks.
#13128 posted by Flesh420 on 2013/08/25 03:44:51
Ok, got it. Thanx guys!
Just To Clarify
#13129 posted by SleepwalkR on 2013/08/25 08:36:07
AFAIK, pak files are not renamed zip files. Pk3 files are, though.
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