#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.
.
#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.
Merging Brushes
#1351 posted by Mike Woodham on 2004/03/07 02:15:59
I want to merge to a) cut down compile times and b) to speed up the 3d window view; because I have not finished the map yet.
I really do not want to have to learn a new editor. I favour compiling two or three times per maping session, especially as this part of the map is a definite "make it up as you go along" area.
Ho hum, I figure that if I start merging before I go to bed on a workday, it should be finished by the time I come home from work the following noght. That gives the merge program some 16 hours.
Hmm....
#1352 posted by metlslime on 2004/03/07 02:22:55
do you only have to merge once, or every time you want to compile? And do the compile times really drop enough to make up for the time spent merging?
Metslime
#1353 posted by Mike Woodham on 2004/03/07 03:28:27
Only once. But I am impatient!
Problem solved - I have dug my old PC out of the cupboard and I am getting on with the next section of the map whilst the one-time merge of the terrain section is run on the old machine. Now it doesn't matter if it takes two days.
Also, having played around with aguiRe's lighting program, I now know that I can build the whole thing from smaller sections and will not have a lighting consistency problem when I join the maps at a later stage.
Finally, and this would also solve a lot of the issues for me, I seem to remember playing a set of maps that were linked through one map. Rather like a start map that you returned to and the effects of your previous visits were still evident e.g. the bodies remained, doors were still open, ammo that you took on a previous visit were not replaced.
Have I got the right game?
Don't Think So
#1354 posted by LTH on 2004/03/07 06:32:31
However, numerous solutions to 'hub' maps have been bandied about over on http://forums.inside3d.com
I think the consensus is that you can do it for a very few objects with minor QC patching, or for more objects only with engine modding.
Oh Well,
#1355 posted by Mike Woodham on 2004/03/07 07:09:29
...back to the 12,000 brush map then.
Mike
#1356 posted by aguirRe on 2004/03/07 07:43:12
In my next version of Light, I've added something I call local minlight which may help joining together map parts that have different ambient requirements.
Local minlight is created by new delay 4 lights that are similar to delay 3 lights, but non-additive and they can go below the global minlight. These lights "cast minlight" which I hope can be quite useful.
This makes it rather flexible in creating different ambient levels in different areas.
Useful...
#1357 posted by LTH on 2004/03/07 10:01:28
... how about how kind of 'range' keyvalue on it?
Mike
#1358 posted by HeadThump on 2004/03/07 10:05:14
'Finally, and this would also solve a lot of the issues for me, I seem to remember playing a set of maps that were linked through one map.'
Was it The Demon King perhaps?
Aguire
#1359 posted by pushplay on 2004/03/07 14:44:08
That's an excellent idea.
Mapping For UD
#1360 posted by shadowalker on 2004/03/07 17:43:39
#1288 posted by HeadThump [65.140.55.94] on 2004/03/01 16:29:34
I had no idea UD has single player capabilaties. I have some older levels on my harddrive I could fix up for the mod...
Great, currently the download times are insane on fileplanet. Post your email here and i'll get in contact with you. Use spam bot protection.
namedon'tspammeyousickbastards@location.com
Thanks, as
|