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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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Pretty Sure The Wiki Is Wrong 
and necros is correct. the key on the trigger_teleport should be "target", not "targetname" 
 
no no...

trigger_teleport: "target" "blah"
info_teleport_destination: "targetname" "blah" 
Yeah What He Said. 
 
 
Please tell me if the wiki is broken and not allowing editing. 
Aas 
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 
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. 
 
/*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
*/
 
 
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! 
http://www.quakewiki.net/archives/worldcraft/entity/standard/standard.shtm

Much more complete entity list than the wiki :D 
Stupid Question About Spawnflags 
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? 
 
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 
I was thinking like, make certain ammo or weapons not appear in NM to raise the challenge, but it sounds complicated. :P 
 
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 
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... 
You have 24 hours to come up with the CORRECT maphack before I put you all to shame. Nightmare only trigger - go! 
 
hmmmm all I can think of it somehow using SUB_AttackFinished which will allow 2 or more consecutive attacks on nightmare skill..? 
 
Yeah, I specifically searched the source for "skill == 3" before posting that. I was thinking something like what necros said but I couldn't figure out how I'd exploit it on an entity. 
 
As if Preach's on-demand mentality for revealing hacks wasn't bad enough, now he's even teasing us with it! 
Ahh 
Lunaran, you were so close! Here's the trick:
http://tomeofpreach.wordpress.com/2014/10/07/nightmare-skill-detection/ 
Awesome 
That's an awesome post, Preach. Really detailed, explains the whole hack thoroughly and ties it up in a neat package.

Much appreciated! 
I WIN NOTHING 
 
Radiant In Windows 8.1 
Hi. Short question:
Is there any Quake 1 compatible version of Radiant that works properly in Windows 8.1?
I can't get any of the available versions to work. I 've tried everything... 
Strange Lighting Issue 
I've made a post about this over at quake3world because this project is q3map2. However, I remember seeing this in Cartographer's Nightmare and how I banged my head against the wall for hours trying to figure it out.

The issue is that even though a light is placed in the very center of a symmetrical room some shadows are asymmetric. Take a look here in q3map2 and here in bsp29.

It's driving me nuts. Anyone know what's going on here? 
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