Damage By Triggered Action
#15524 posted by
khreathor on 2015/10/31 20:38:07
1) Can I give a damage to monsters by enabling a trigger in vanilla Quake? For example I use trigger_counter and when the sequence is complete it kills some monster.
2) Can I execute telefrag on monster without a teleport entities?
#15525 posted by
Lunaran on 2015/10/31 21:53:55
QC hacks might make this possible. You could set the 'use' key on the monster to whatever the name of it's death function is in the progs ("dog_die" or whatever, you'll have to look in the source to see), then just trigger it, but it won't figure into the kill count properly.
You can also make a func_door or something and set "touch" on it to "tdeath_touch", and have it open from under the floor to poke the monster in the feet, that should blast it pretty hard. note: I have never tried this.
#15526 posted by
Lunaran on 2015/10/31 21:56:02
of course, that's assuming the monster isn't moving, in which case I guess you could just crush it too ... never mind, I'm not paying attention!
#15527 posted by
skacky on 2015/10/31 23:46:58
I have a quad on a func_wall that gets killtarget when the map starts. The quad then floats in midair. It worked fine until I enabled VIS during my compiles, and now the quad falls through the world. What gives?
#15528 posted by
- on 2015/11/01 00:47:15
Not sure, but you might need to killtarget it a bit later if you are doing it instantly when the player spawns, the Quad may have not dropped to floor yet if you do it instantly.
#15529 posted by
skacky on 2015/11/01 00:53:21
Doesn't change anything, sadly.
#15530 posted by
skacky on 2015/11/01 00:55:08
Okay I found out why. It needs to have a proper texture, not SKIP.
#15531 posted by
PuLSaR on 2015/11/01 07:28:38
Is it possible to compile a map without wateralpha these days?
Should Be Possible
#15532 posted by
ericw on 2015/11/01 07:58:47
it's a qbsp option. for tyrutils: -notranswater and bjptools: -nowatervis
#15534 posted by
metlslime on 2015/11/01 19:18:02
Skip should have the same collision as other textures unless some compiler has changed this behavior
#15535 posted by
necros on 2015/11/01 22:21:22
droptofloor uses visible hull, no?
@necros
#15537 posted by Spike on 2015/11/04 01:15:26
no.
it uses a tracebox, so the hull it uses depends upon the size of your entity (which is kinda what you'd normally expect).
No Teleport Effect
#15538 posted by
killpixel on 2015/11/04 02:32:03
Having a group of several monsters teleport but only one shows the tele effect. I can't seem to get more than one instance of the effect at one time. Anyone seen this before? Using the latest quakespasm btw.
Shortage Of Particles?
#15539 posted by
necros on 2015/11/04 06:04:11
try running the engine with -particles 100000.
Haha, That Worked!
#15540 posted by
killpixel on 2015/11/04 07:46:08
Strange that by default quakespasm won't display more than 1 tele effects worth of particles...
anyway, thanks!
Were You Using -pointfile?
#15541 posted by
ijed on 2015/11/04 10:49:31
Health.
So I'm drubbing through the progs dir with qME, and can't find the health box model. Am I a colossal blackhead and missing something? You be the judge.
Its A Bsp
#15544 posted by
ericw on 2015/11/05 23:19:07
Maybe qme doesn't display .bsp's?
Yup
#15546 posted by
mankrip on 2015/11/06 04:11:18
qME doesn't display BSPs.