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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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Damage By Triggered Action 
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? 
 
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. 
 
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! 
 
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? 
 
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. 
 
Doesn't change anything, sadly. 
 
Okay I found out why. It needs to have a proper texture, not SKIP. 
 
Is it possible to compile a map without wateralpha these days? 
Should Be Possible 
it's a qbsp option. for tyrutils: -notranswater and bjptools: -nowatervis 
Thanx! 
 
 
Skip should have the same collision as other textures unless some compiler has changed this behavior 
 
droptofloor uses visible hull, no? 
@necros 
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 
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? 
try running the engine with -particles 100000
Haha, That Worked! 
Strange that by default quakespasm won't display more than 1 tele effects worth of particles...

anyway, thanks! 
Were You Using -pointfile? 
 
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. 
Search Health In Maps 
b_bh25.bsp 
Its A Bsp 
Maybe qme doesn't display .bsp's? 
Yup 
qME doesn't display BSPs. 
 
QuArK does! 
ALSO 
Noesis, Blender 
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