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.
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,
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.
Here, Knock Yourself Out :)
#13490 posted by
Rick on 2014/01/11 01:49:47
Rick...
#13491 posted by
Breezeep_ on 2014/01/11 01:52:49
I ment the original quake's textures.
Google, RoQ?
#13492 posted by
mfx on 2014/01/11 01:56:24
Look there roq, its the 2 files i told you.
This one...
https://www.quaddicted.com/files/wads/quakewad.zip
Has all the stock textures I believe.
Disregard That,
#13494 posted by
Breezeep_ on 2014/01/11 01:58:01
I found one called id.wad it has every texture imaginable in quake. I'm fine now.
As Mfx Said
#13495 posted by
Rick on 2014/01/11 02:00:05
At the link in my previous post, look for quakewad.zip, inside is quake101.wad, I think it has all the original Quake textures.
Adquedit V13
#13496 posted by Ranger on 2014/01/15 04:15:03
I want to edit the ents and textures of a map with adquedit but the program can't seem to open bsp?