#14359 posted by Lunaran on 2014/08/29 18:57:33
Other handy shit you might already know so if you do no offense or nothin im just bein thorough:
- If you want to impose a delay between one entity firing its targets, and the targets receiving the message, use a "trigger_relay" in between. Use the 'delay' key.
- If you want something to trigger multiple entities, which already have different targetnames, use a "trigger_relay" for each target entity to map from one targetname to another. Give each relay the same targetname, so one entity can fire them all at once, then give a different target to each one individually.
- A trigger_once is just a trigger_multiple with 'wait' set to -1. Otherwise they're identical. (the spawn code for a trigger_once is literally two lines, "self.wait = -1; trigger_multiple();".)
- a "func_" entity is always visible and brush-based. "trigger_" entities unfortunately aren't so consistent - relay and counter are point entities (because they're activated by a 'ping' so you don't need to touch them), while all the other triggers are non-visible brush entities (because they're activated by touch). (in Quake2 they cleaned that up, and point entities that only served to manage firing targets were prefixed with "target_" instead.)
- You can target a monster at something and he'll fire it when he dies, but if one of them is a path_corner he'll start walking towards it when he spawns.
- Trigger_relays only pass along pings. If you happen to want a monster that does both of the above, you only have one 'target' label to work with. The trigger_relay trick works here, but only for the targets he fires on death. If you try to point a monster at a path_corner through a trigger_relay, he won't "see" the path_corner through the target network. That's one of the rare non-ping-based uses of targetnames.
- Anything that fires a 'target' can also have a 'killtarget' key. At whatever time it would send its 'ping' to its target, it will also find whatever entity has a matching targetname to 'killtarget' and remove it from existence. This is handy for breaking entity connections once the player has done something, because you can 'kill' a trigger_relay and stop the pings from getting through, or kill a trigger_multiple so it no longer fires anything when the player steps into it. An entity doesn't have to have a target to have a killtarget.
 And
#14360 posted by ijed on 2014/08/29 19:01:31
A trigger_relay with both a target and killtarget will not work properly - the killtarget bit won't but the target will.
That's fixed in Quoth I think.
#14361 posted by Lunaran on 2014/08/29 19:27:37
What? Since when?
looking at the 1.06 progs source right now I don't see anything that would cause that.
#14362 posted by Lunaran on 2014/08/29 19:31:02
Well, wait, here's something. It makes killtargets work and targets not, though. It breaks out of the entity-finding loop by returning, so if the killtarget loop happens it returns before the target loop is reached.
I did not know that.
(I appear to have fixed that in lunsp2, so apparently I once did know that
 Yeah
#14363 posted by ijed on 2014/08/29 19:47:19
I tripped over it years ago and couldn't remember very well.
#14364 posted by Spirit on 2014/08/29 23:38:18
yo, quakewiki.org -> random mapping tips or something?
 I'm Just...
#14365 posted by quaketree on 2014/08/30 16:19:59
going to point out that this is exactly why I wanted to make a compendium of knowledge that covered things like this over a year ago. The Quake Wiki was a compromise.
There needs to be a more firm collection of not only the basics but the nuances of the process or everything will be lost.
#14366 posted by Spirit on 2014/08/30 17:29:05
That's cool. Many things need to be but they won't if people just keep pointing out that they need.
 Re: #14358, #14359, #14360
Thank you very much, Lunaran, for those two extensive posts. Most of what you wrote in #14359 were things I did not know, or certainly did not understand as clearly as you explained here.
And thank you, ijed, for that additional tip.
#14368 posted by necros on 2014/08/31 00:35:05
i wonder if it would be better to just have a way to grab a post in it's entirety, put some tags on it and then throw it in a pile to be searched...
 Or Copy It Over To The Wiki...
#14369 posted by ijed on 2014/08/31 00:59:19
 Actually
#14370 posted by ijed on 2014/08/31 01:00:48
I've made the wiki my homepage to guilt myself into writing something on it.
We'll see what wins - stubbornness or frustration.
#14371 posted by mfx on 2014/09/01 07:29:47
Dunno if its useful, but i stumbled upon this skybox generator. Its online and ... check for yourself.
http://www.nutty.ca/webgl/skygen/
 Nice!
#14372 posted by ijed on 2014/09/01 14:38:40
#14373 posted by JneeraZ on 2014/09/04 12:24:14
Using Trenchbroom to create rocky paths and walls ... these verts were all perfect sitting on top of each other. Is this just something I have to accept or should I be snapping all vertices to INTs or what?
https://dl.dropboxusercontent.com/u/161473/Misc/VertexDrift.jpg
(in before FifthElephant tells me he has snap to grid bound to space bar)
 *snort*
in before FifthElephant tells me he has snap to grid bound to space bar
 Can You Send Me The Map File?
#14375 posted by SleepwalkR on 2014/09/04 12:41:32
I'd like to check that out. Maybe send just the part in the picture.
#14376 posted by JneeraZ on 2014/09/04 12:55:24
I'll work on a solid repro and send that to you. I already fixed that area. I've got drift everywhere now and I'm wondering if I need to burn the boats and start over.
Is it recommended to turn "Force integer plane points" on for maps full of organic shapes? It seemed to do bad things to the brushes when I reloaded the map ... cuts moved into nearby planes and made extra verts on a bunch of brushes.
It's hard to describe.
Maybe I'll just make an interior map with axis aligned walls. :P
 Willem Is Making A New Map!
Sorry to read about the headaches with the vertices etc., but it's awesome that one of my favourite mappers is making something for Quake again. Yay!
Is it recommended to turn "Force integer plane points" on for maps full of organic shapes?
It's recommended to turn it on before you do anything else with the map. :P TB2 does not even have an option to disable int plane points.
Willem Is Making A New Map! Yay!
Yup! This will be cool.
#14379 posted by JneeraZ on 2014/09/04 14:24:48
Oh, so it's the recommended way? I didn't realize. The warning it throws up and the description text in the dialog box made it sound like "Only as a last resort!" kind of thing.
Turning it on now!
 *jumps Out Of Window*
#14380 posted by anonymous user on 2014/09/04 14:34:05
#14381 posted by JneeraZ on 2014/09/04 14:37:33
You'll be missed 192.99.166.15 ... I always considered you a friend.
#14382 posted by necros on 2014/09/04 15:07:51
Forcing integer plane points will result in more vertex drift as the editor needs to move vertices around so that the planes are all represented with integers. You'll get vertices off grid and such.
#14383 posted by JneeraZ on 2014/09/04 15:24:22
But isn't that better than the verts drifting slowly over time as I close and re-open the map? At least I can see it happen and fix it on the spot.
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