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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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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 
comes to mind, i do recall some rising lava threre.. 
Rising Water 
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 
But my current implementation is invisible :L 
Oh 
And fish get stuck in it :{ 
Trigger_counter Won't Count Different Monster Types 
any suggestions? 
What A Fool I Am... 
I just figured out how to set counter number limits. all fine now. 
Double Doors With Toggle Flag Won't Open 
how do I fix this? 
Are They Triggered? 
Toggle only works if a door is given a targetname and therefore can be toggled. 
Try A Crowbar... 
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. " 
 
i think you have to still set the 'wait' '-1' so the door stays open though, for key doors. 
Wait -1 
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 
 
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! 
 
Doors 
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 
 
 
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... 
Anyone know of a quake texture wad containing every single quake 1 texture? (Wizard,base,metal,rouge,etc.) 
Yes 
Mine!

Look at quaddicted.com! Quake.wad should be it, 
 
or quake101.wad? 
Link, MFX? 
 
All? 
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. 
Here, Knock Yourself Out :) 
Rick... 
I ment the original quake's textures. 
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