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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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Yes, 4 units on each side (same goes for monsters). Although, to be more correct, the minimum height is 60 as items can spawn on the floor. 
GODDAMNIT 
I tried to move the whole map at once, but not only did it made TB crash, but now the map is corrupted (it shows nothing and the console has this in red: "Malformed map file: expected token of type integer number, or decimal number, but found string at line 2629, column 65
".).

All this work go to waste in an instant. 
 
Protip: Backups, autosaves, multiple versions. 
 
Yes, now we get to have a teaching moment about back ups and file revisions ... 
Daya 
Well, what's at line 2629, column 65 in the map file? 
Silly Me 
I can just download a backup from my mediafire and refix the leaks.

But why in the hell did TB crashed when I was just trying to move everything and how can I center the map if there's no option for it? 
Onetruepurple 
"( 1600 -1840 -0 ) ( 1600 -1840 176 ) ( 1552 -1840 -0 ) tech07_1 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN" 
Dafuq 
Replace all #QNANs with 0.

SleepwalkR explain yourself! 
Another Question 
How can I make monsters drop ammo/weapons? I've seen people comment on it but now how to make it work. 
Replaced Every #QNAN With 0... 
...And most of the brushes and entities have moved away to some units, making the map a whole mess. 
 
"SleepwalkR explain yourself!"

LOL, your software crashed. N00b... 
Trenchbroom 
Auto backups every few minutes - look inside your maps folder for a subfolder called 'autosave'.

FYI NAN is 'Not A valid Number' so even though 0 is a valid number, its almost certainly not the right one for that particular coordinate.
Monsters can only drop what they were told to carry by Qc, although Preach might have a hack for it: http://www.celephais.net/board/view_thread.php?id=37116&start=295

But in general without qc or hacks monsters only drop what they always have. 
Thank You Ijed 
Found the version of my map without the leaks and before the corruption.

This following thread says having monsters drop ammo/weapons is possible without qc amnipulation: http://www.celephais.net/board/view_thread.php?id=37116

And I'm still looking for a way to center my map without crashing TB. 
Enemies Dropping Items 
In that thread, with only hacking, there is the trick for making a monster that usually drops a backpack, having inside the backpack other ammo/health and weapons. There is also the trick to make a trigger drop items at an specific point.

But i suppose that what Daya want is to make a monster like the demon or the hell knight drop a quad, a key, a backpack or any other item when it dies with just hacking. And for that one, i have no idea.

By the way, now that we are talking about dropping things. Is there a way with just hacking to make a monster drop an item each time its hit (including enemies droping the backpacks that usually drop on death but droping the same one everytime they are hit), to create something like in the bonus stages in Golden Axe. 
Also 
A round about theory could be to keep the monster in the same place, use a trigger_once covering the enemy to count the damage and to trigger the item spawning, and then pass the damage to the monster with a trigger_hurt. It doesn't seem to be feasible but its an idea. 
If An Entity Can Track Down A Monster's Status... 
...can it be set to follow it, so that if the monsters move, when he dies the item spawns on him? 
 
Tastier 
I Wish 
you would RTFM. Necros and I went through a lot of trouble to provide TB with proper docs. The autosave is clearly explained in there.

Crashes: Well, shit. There's your explanation. 
Decided Not To Use The Shubkill Anyway 
 
As I'm Sure You Were All Curious To Know. 
 
Quad Damage Still Doesn't Show Up 
I was careful enough with the other items which showed up this time by placing them somewhere else or giving them more space, but I tried the same thing for the quad damage (located inside a corridor between 2 closed doors)by extending a little bit the width of the corridor, but still no dice.

Is it related to entity limitations? 
Might Be Worth 
letting someone else have a look at the map file. 
WADs And Such Included 
Didnt Check 
But its just down to the bbox. The drop call from items.qc really sucks and should only have been applied to bsp items like ammo.

It's still too close to a wall is first guess - effectively they're fatter than a player in id1. 
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