@Teknoskillz
#13465 posted by quaketree on 2014/01/02 04:38:34
Are you looking to re-envision the level or simply add water as the level progresses? The first is fairly easy while the second is not at all easy (or may not even be possible).
@quaketree
Not looking to change map geometry. Just the areas that have water in them that the maps came with , increase them higher. Like the moat in front of the castle on E2M2 for example. Some other areas on that map may be interesting with higher water levels too like under the bridge near the teleport. Raising the water there woudl mean also taking a look at the small connecting stairway that has a grenade launcher , where the big door opens. The stairs probably would need more water added, because if you add more water to the main area, that area would need more added than what it has now.
Changing Water Levels
would have helped me greatly with deck, rather than having a slowly lowering platform I would have much preferred to put a rising slime trap (at the grenadelauncher/shambler ambush).
But the code didn't exist so the trap ended up being quite frustrating for a lot of players.
I can imagine a lot of interesting chase maps developed if there was moving fluids, imagine being chased by a wall of lava through a map (like the lava chase in marble zone in sonic 1).
Altar Of Storms
#13468 posted by mfx on 2014/01/02 14:30:03
comes to mind, i do recall some rising lava threre..
Rising Water
#13469 posted by Mike Woodham on 2014/01/02 16:32:36
I used it in FMB-BDG2. It served two purposes: one, to get the player up to a platform to enable escape from an area and two, to gain access to a semi-secret area that conatained a rune. I thought it worked quite well, but then I never had to play the map :)
Func_water Is Awesome
#13470 posted by ijed on 2014/01/02 18:34:13
But my current implementation is invisible :L
Oh
#13471 posted by ijed on 2014/01/02 18:34:35
And fish get stuck in it :{
Trigger_counter Won't Count Different Monster Types
#13472 posted by Breezeep_ on 2014/01/04 01:26:53
any suggestions?
What A Fool I Am...
#13473 posted by Breezeep_ on 2014/01/04 01:52:31
I just figured out how to set counter number limits. all fine now.
Double Doors With Toggle Flag Won't Open
#13474 posted by Breezeep_ on 2014/01/09 02:14:12
how do I fix this?
Are They Triggered?
#13475 posted by mfx on 2014/01/09 02:19:53
Toggle only works if a door is given a targetname and therefore can be toggled.
Try A Crowbar...
#13476 posted by quaketree on 2014/01/09 03:37:22
Oh wait, that's for Half-Life isn't it.
Go to the Quake Wiki. It has an entry for func_door that says in part.
"By default doors will automatically open when a player or monster is near, and close when they leave. This only happens if the door is not locked and doesn't have a targetname.
If a door has a targetname, it will only open if another entity triggers it, such as a button or trigger.
If a door is locked, it will only open if the player touches it while holding the correct key. If this happens, the door will open and stay open permanently, and the player loses the key. "
#13477 posted by RickyT33 on 2014/01/09 05:13:20
i think you have to still set the 'wait' '-1' so the door stays open though, for key doors.
Wait -1
#13478 posted by quaketree on 2014/01/09 07:47:03
I think that the Wiki entry means that it stays unlocked (open for passage) otherwise it acts like any other door does from the point that it was unlocked onwards.
Nope
They stay open by default ricky
#13480 posted by - on 2014/01/09 09:40:30
wait doesn't need to be set, the qc code of func_door sets the door's wait key to -1 if it requires a key.
Dayum!
#13481 posted by RickyT33 on 2014/01/09 17:52:18
Doors
#13482 posted by Rick on 2014/01/09 18:07:22
You may need to check the "don't link" spawnflag. Doors in Quake can be weird. I think I have a test map that shows "lip" being completely ignored for some values, and using a door, you can push items through solid geometry (only in certain directions though).
The Doors Are Triggered And Toggled, But Won't Open
#13483 posted by Breezeep_ on 2014/01/09 21:50:35
#13484 posted by necros on 2014/01/09 23:17:39
check for cross connected doors. these are doors who's bounding boxes touch. There is some code that groups doors together if their bounding boxes touch and they can override settings on other doors.
I'm Just Wondering...
#13485 posted by Breezeep_ on 2014/01/11 01:39:16
Anyone know of a quake texture wad containing every single quake 1 texture? (Wizard,base,metal,rouge,etc.)
Yes
#13486 posted by mfx on 2014/01/11 01:43:11
Mine!
Look at quaddicted.com! Quake.wad should be it,
#13487 posted by mfx on 2014/01/11 01:43:30
or quake101.wad?
Link, MFX?
#13488 posted by Breezeep_ on 2014/01/11 01:46:57
All?
#13489 posted by Rick on 2014/01/11 01:48:29
If you mean everything, not just the id textures, then I don't think so. It would be huge. I think there's one called id base ultimate, or something like that with all the base textures from Quake plus the two expansions.
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