Setting Up A Lightning Trigger
in a map.
So I made a test map just to see if it works, it works fine. so I copy and pasted the whole set up into my actual map and now the lightning no longer fires at the target... anyone have a clue what the hell is going on??
Lightning In Standard Quake?
#13833 posted by Preach on 2014/06/01 19:49:39
If you're using the Chthon lightning entities, you should know that they're a bit hacky, and you can only have one beam of lightning on the go in a map. Might it be that in your copy-pasting you created two overlapping endpoints, and so the lightning beam is zero-length?
I'm using quoth...
I re-did it all again several times and on the 4th time it now works again.
Door Lip
#13835 posted by mfx on 2014/06/06 23:55:20
I want a door with lip 0.
Setting it up causes it to reset to default(lip 8). So after a while i found that lip of -0 is doing the trick, i have a door with no lip.
Tadaa!
Is this in any way bad? For gamelogic or sth?
Neat
#13836 posted by Preach on 2014/06/07 01:41:07
From a technical POV that is cool. It has always been a little problem in QC that you can't distinguish between a key that hasn't been set, and one that's been set to zero. It would be nice to make the convention that -0 means "explicit zero". I don't think there's anything immediately bad with it while it works. What I do worry is that something might break it somewhere - I can imagine two ways:
1) An altered QC compiler might just be able to add a bug-fix everywhere for this surprising behaviour, and end up cancelling out the feature.
2) A new engine also might notice buggy behaviour relating to this and patch it out.
In both cases you'd end up back with 8 unit lip. The question is whether anything breaks it already, and if not, whether it's compelling enough as a feature to become a de facto standard, so engines that deviate are considered buggy instead.
How About -1
instead?
Surely this couldn't be broken. And having minus 1 unit isnt so bad.
#13838 posted by metlslime on 2014/06/07 02:31:55
but what if you actually WANT the lip to be -1?
Mfx
#13839 posted by digs on 2014/06/07 04:02:17
You can add little brush for door in invisible zone (e.g. inside wall) and use neg. lip
http://s020.radikal.ru/i705/1406/8a/96603f4c1327.jpg
Door Flush With Frame When Open?
#13840 posted by killpixel on 2014/06/07 04:27:00
Another way to do this is place the door on the position you want it to be when open (flush with frame). Set spawnflag "start open". Make the door 8 longer (or whatever the lip is) on the side that would be hidden in the frame and leave lip at default.
bam. kinda clunky, but it won't break. May wanna add a a trigger, depending on the situation.
My Brain Wasn't Working
#13841 posted by anonymous user on 2014/06/07 05:09:05
Just tested it. When I thought of it I pictured the default trigger to be hidden behind the wall for some reason, that's not the case it seems. Works fine, no extra trigger needed.
-0 doesn't work for me btw.
Oops, Lighting
#13842 posted by killpixel on 2014/06/07 05:52:15
Lighting the door properly would be a problem... lol, disregard everything i said.
Other QC Solutions
#13843 posted by Preach on 2014/06/07 09:35:28
I've not tested this either, but if you tried it and it didn't work, it could be the result of your compiler or your map editor "correcting" a -0 to a 0. Checking the entities in the BSP file might be necessary to verify if this works.
There are other ways this could be fixed from a QC perspective. The first way would be to acknowledge that 0 is a valid value for lip and not apply a default to it - but obviously that's not backwards compatible. It is still a thing to consider for new entity classes.
The other thing to do would be to add a new spawnflag to the entity called NO_LIP, which would override the default (or any other value set) and make the lip zero. This would preserve backwards compatibility for doors. It might also be a useful pattern for some new entities, if zero is a permissible but rarely applicable value for the field, and the default value is much more sensible.
Quoth
I'm trying to make an info_trap shoot towards a moving func_train to emulate randomness, but the projectile keeps flying towards the map origin instead.
The next thing I tried is using func_train_rotate... which then keeps saying "Next target is not path_rotate" when it clearly is. :(
Any halp?
Leak In Map
After doing some really heavy duty optimising in one of my maps it's started saying I have a leak when I compile
Using a couple different compilers points to slightly different areas of the map... I'm at a loss as to where it is!
NVM
my shoddy brushwork created some terrible microleaks...
Which idiot was it that was saying mitre'd corners were pointless???
Onetruepurple
#13847 posted by Preach on 2014/06/07 15:27:15
Try using a func_train_point (or if that fails a misc_teleporttrain). The info_trap aims for the origin of the targeted entity, but brush-based entities in quake treat the origin key as "displacement from initial position", hence why it's firing near to the origin. I really must write a blog post which explains this properly, it's a common source of confusion.
Yup
Teletrain did it, thanks.
#13849 posted by JneeraZ on 2014/06/07 16:45:04
"Which idiot was it that was saying mitre'd corners were pointless???"
Probably me. Hey, welcome to Quake mapping. Leak hunting is part of the experience.
@FifthElephant
#13850 posted by killpixel on 2014/06/07 22:46:57
A month or so ago I had a leak in a stupid big map. I had just done about and hour or so of mapping without checking, so it could have been anywhere (the pointfile wasn't much help).
Long story short, I just made a big box around the entire section of the map and would slowly shrink, recompile, shrink, recompile until I got the box to be about 128x128 with the leak in it. Takes only a few minutes and works when compilers fail.
Well
I had made some brushes in a way that I knew was a bit shitty... looks like they had finally degenerated to the point where they microleaked.
It's my fault really for not being more cautious. I put part of the blame on func though for putting pressure on me for saying that my map pack has to work on the normal quake exe (actually it works on winquake, there's no way I'm testing this shit on the dos version).
The worst part of this is I had already completed maybe 70% of the first episode but I have had to go back and redo huge areas (or restart some maps from scratch) to get them to work. Currently redoing one map entirely now that I had finished months ago, I have tried for a week to fix it but I can't optimise it properly so it's just going to be a different map with a similar theme.
No Ambient Sound For Water
I've noticed in my maps recently that they do not have ambient sounds despite the map named *water or *04water
Any ideas?
It's Forced By The Engine
#13853 posted by ijed on 2014/06/11 17:25:47
For particular texture names included in the id1 wad. And I think some of those don't work as well.
#13854 posted by digs on 2014/06/11 17:32:10
Like sky a water not have sound if you compile map without VIS.
Fifth
#13855 posted by JPL on 2014/06/11 21:14:33
which compiler are you using ?
I know there exist some options with aguirRe's RVIS and so maybe derivative, aka:
"-noambient", "-noambientlava", "-noambientsky", "-noambientslime", and "-noambientwater" to better control ambient sounds.
Are you sure you do not use one of these options ?
None of those options are being used JPL. I'm using Tyranns tools (I think). It's kind of weird though.
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