It Is Not
#14450 posted by Spirit on 2014/09/26 15:38:17
Quake means Quake.
Ionous
#14451 posted by ijed on 2014/09/27 17:31:40
I should mention the main risk: no limits means you can just add more stuff indefinitely and never finish.
Teleports?
#14452 posted by Blarget2 on 2014/09/30 03:56:50
How do I do them? I made a info_teleport_destination
and a trigger_teleport but I can no figure out how to link them in trenchbroom. Do I add a key and value?
#14453 posted by necros on 2014/09/30 04:55:19
target key on the trigger, targetname key on the destination, and set the value the same on both of them. Each separate teleport->destination pair should have a different value.
Teleport
#14454 posted by quaketree on 2014/09/30 04:56:46
http://quakewiki.org/wiki/info_teleport_destination
That should help. Basically you need a key value of "targetname" for both and they both need to be the same.
RE:teleport
#14455 posted by Blarget2 on 2014/09/30 05:05:06
I made both the info_teleport_destination and the trigger_teleport have targetname "name"
and it does not work.
Teleport Map
#14456 posted by Blarget2 on 2014/09/30 05:26:20
Here is the map. I don't know what is wrong...https://dl.dropboxusercontent.com/u/10224384/teleportmaptest.zip
Pretty Sure The Wiki Is Wrong
#14457 posted by ericw on 2014/09/30 05:39:10
and necros is correct. the key on the trigger_teleport should be "target", not "targetname"
#14458 posted by metlslime on 2014/09/30 05:39:33
no no...
trigger_teleport: "target" "blah"
info_teleport_destination: "targetname" "blah"
Yeah What He Said.
#14459 posted by metlslime on 2014/09/30 05:39:51
#14460 posted by Spirit on 2014/09/30 09:19:05
Please tell me if the wiki is broken and not allowing editing.
Aas
#14461 posted by bennett93 on 2014/09/30 20:35:37
when i load the map on devmap it loads then stops and go back to the main menu, there is a aas file and when i try to add bots in map it says aas not found/active
Moving Platforms
#14462 posted by Blarget2 on 2014/09/30 23:19:47
I went through the wii and no mention of func_plat anywhere. I added target and targetname stuff retrospectively, and I cant figure out how to make the floor move or even how to define the height.
#14463 posted by necros on 2014/10/01 02:53:18
/*QUAKED func_plat (0 .5 .8) ? plat_low_trigger
Plats are always drawn in the extended position, so they will light correctly.
If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is triggered, when it will lower and become a normal plat.
Flags:
"plat_low_trigger"
???
Keys:
"height"
determines the amount the plat moves, instead of being implicitly determined by the model's height.
"sounds"
1 = base fast
2 = chain slow
"speed"
moving speed (default: 150)
"targetname"
entity name
*/
#14464 posted by necros on 2014/10/01 02:59:01
meant to hit preview.
anyway, as you can see, the amount of movement is normally determined by the actual lift model. but you can override it with height.
THE FORGE!
#14465 posted by ijed on 2014/10/01 13:45:11
Stupid Question About Spawnflags
#14466 posted by stoo on 2014/10/06 00:14:09
In the second byte of spawnflags there's flags to not spawn ents in Easy, Normal and Hard mode, but not Nightmare?
Is there a way to make an ent not spawn in Nightmare but spawn in the other skill levels?
#14467 posted by Lunaran on 2014/10/06 03:09:02
Nightmare is hard skill with different monster AI. A NM-only spawn would require modified progs.
In Theory
You could have a NM-only killtarget for your ent to not exist in NM, but it's a setup that requires a start map and a rune.
No Spawn In NM
#14469 posted by stoo on 2014/10/06 13:46:34
I was thinking like, make certain ammo or weapons not appear in NM to raise the challenge, but it sounds complicated. :P
#14470 posted by Lunaran on 2014/10/06 18:53:10
You could have a NM-only killtarget for your ent to not exist in NM, but it's a setup that requires a start map and a rune.
You put the rune in the nightmare entrance?
Been There Done That
#14471 posted by ijed on 2014/10/06 19:06:30
Also made it so the player couldn't avoid accessing NM after collecting the rune, unless they opened the console.
Yeah
Then use func_episodegate logic gates in the actual map.
Oh Come On...
#14473 posted by Preach on 2014/10/06 21:54:53
You have 24 hours to come up with the CORRECT maphack before I put you all to shame. Nightmare only trigger - go!
#14474 posted by necros on 2014/10/06 22:20:15
hmmmm all I can think of it somehow using SUB_AttackFinished which will allow 2 or more consecutive attacks on nightmare skill..?
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