Teleporting Monsters
#1326 posted by Preach on 2004/03/05 05:16:22
Pulsar: I think what Necros is talking about is using a QC patch to make the monsters teleport in, rather than removing them completely. There are patches that allow you to set a flag on a monster, which will 'teleport' it in when triggered. That way you wouldn't need the entities he listed. Of course, then your map isn't properly playable without the custom QC patch...
Perhaps an alternative for an ambush would be to have the monsters that currently teleport in behind a door that will slide away to reveal the monsters. That way, instead of three entities per monster, you'd just have 1 entity to set up the entire attack.
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#1327 posted by necros on 2004/03/05 11:46:50
Of course, then your map isn't properly playable without the custom QC patch...
so? include it in a pak file. pak files are never frowned upon these days.
......
#1328 posted by LTH on 2004/03/05 13:16:11
However, it does mean that you can't play the map in any other mod.
Still,
#1329 posted by HeadThumping on 2004/03/05 16:42:33
Spawning monsters in beats the hell out of setting up teleportations (rooms, monsters, triggers).
Why Would You Do That In The First Place?
#1330 posted by necros on 2004/03/05 16:59:56
obviously, you'll be screwing up the gameplay of the map which was not meant to be played with other mods.
you could play the original quake with a mod which permanently gives you quad damage, but why would you want to? (barring doing it for fun)
Necros
#1331 posted by R.P.G. on 2004/03/05 18:38:10
So... you would never want to play a map in Nehahra, for example?
Or
#1332 posted by R.P.G. on 2004/03/05 18:38:40
What about coop in QW? QW requires its own progs.dat, keep in mind.
Blah
#1333 posted by LTH on 2004/03/05 19:47:18
I have several mods I like to play old maps in. I made Black Ops and Battlemech specifically to reuse maps with no progs customizations.
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#1334 posted by necros on 2004/03/05 21:34:31
rpg: i figured there'd be exceptions like this but i hadn't bothered thinking about them. the way i see it (for those exceptions) is that if you want to play a map in another mod than what the map was intended to be played in, it should be the mapper's fault if you can't and the mapper shouldn't feel restrained from making his own changes codewise for his map because some people won't be able to have fun with other mods.
also, is it not possible to use the nehahra engine without the progs? or did you actually mean to use the new ai and stuff?
as for lth: to reuse maps with no progs customizations. (emphasis added)
there you go. ;)
Preach Or Anyone Who Knows These Things...
#1335 posted by Mike Woodham on 2004/03/06 02:39:05
Where can I find the "QC patch to make the monsters teleport in", and how is it used?
#1336 posted by . on 2004/03/06 03:16:58
Unless you're referring to a specific patch I'm unaware of you don't need one, just do this:
set a func_trigger or trigger_multiple (I haven't touched WC in months so if I'm wrong guys correct me)... make a box room somewhere outside of your map, place a trigger_teleport brush on the bottom, give it a target. Place the info_tele_destination or whatever that one is whre you want the monster to spawn at. GIve it the name you gave the target field in the trigger_teleport brush.
Inside that box room put the monster(s) you want in there.
Phait
#1337 posted by Mike Woodham on 2004/03/06 06:12:10
Thanks, but I knew that bit. I'm referring to the posts #1326 and #1328 above. It suggests other ways of achieving teleporting.
Mike
#1338 posted by Fern on 2004/03/06 07:04:42
One of the mission pack progs has spawning monsters, meaning you don't place the monster in the editor, the trigger actually generates a monster during play. I think it's the hipnotic progs.dat but I'm not sure. There's also an example map... somewhere... keep googling.
Necros
#1339 posted by R.P.G. on 2004/03/06 09:43:08
I meant with the new AI and stuff.
Teleporting Monsters Patch
#1340 posted by Preach on 2004/03/06 10:00:54
I figured I'd have a go at this, seeing as some of the versions I've seen have issues with telefragging/stuck monsters and monsters freezing for a second after teleporting. Mod and source at:
http://www.btinternet.com/~chapterhonour/teleport.zip
There's a readme in there, but basically set the monster's style to 1 and target it to teleport it in.
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#1341 posted by necros on 2004/03/06 11:35:25
I meant with the new AI and stuff.
well, see, that would count as screwing up the gameplay to me. it'll be a lot harder to play, so you could experience ammo shortages, lack of health, etc... stuff you would never know if you had played it the way it was meant to be played. ;)
That Was The Way The Nehahra Maps Were Designed
#1342 posted by R.P.G. on 2004/03/06 14:32:18
From what Bal told me, none of the mappers knew the game was going to be so difficult; otherwise they would have put in more ammo and such.
Brush Merging
#1343 posted by Mike Woodham on 2004/03/06 15:21:30
I am using BspEditor and do not want to change (having recently tried several others) but I do have a bit of a problem with its Merge Brushes feature. I have a 12,000 brush map that I want to reduce in size and BspEditor takes an age e.g. the base for this particular map is 4000 brushes and the merge function takes (took) 8 hours. In addition, if the PC is 'touched' during merging the program crashes.
So, can anyone recommend a brush merge facility? And no, I do not want to do it by hand!!
Delete It All And Start Again...
#1344 posted by - on 2004/03/06 15:40:26
kidding, of course ;D
I think you may be stuck with toughing out 8 hour merges... GtkRadiant is the only other editor that has a CSG merge command, and that only works for selected brushes to join into 1 brush... you'd basically have to go thru your whole map merging everything you want together. This may be a faster/easier process in the end, so keep it in mind.
btw, 12,000 brushes? 'whoa'.
Mike:
#1345 posted by metlslime on 2004/03/06 15:44:22
merge it in bsp, then export to .map, then open that .map in radiant, continue your map there, and merge as you go.
Spawning Monsters
Hipnotic/Ritual's Scourge of Armagon mission pack has an entity called a func_spawn, which allows you to "teleport in" anything - ammo, keys, monsters, func_kitchen_sink, anything. With the right flags or whatever, you can use it more than once.
Zerst�rer uses spawnflag 64 on monsters to delay their spawning. No teleport effect, and I think there is a slight delay after spawning, since it basically holds off on starting the monster until use.
Mike
#1347 posted by aguirRe on 2004/03/06 21:18:22
Why do you want to merge brushes, am I missing something here? The 12k brushes are no problems for the compilers, except for sheer processing time, that is.
12000 Brushes !?!
thats quite a lot, isnt it? =)
I'd Say So, Yes.
#1349 posted by necros on 2004/03/06 23:12:19
Aquire
#1350 posted by headthump on 2004/03/07 01:29:07
I was wondering the same. I use to get similar sizes when I experimented with mesh to brush programs but as you can see that is a lot of trouble to deal with if that is the source of the magnitude here. If it just so happens that 12000 brushes is the number of brushes Mike arrived at more power to him. Even my largest maps have been less than 4000 when built entirely in editor.
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