Toggleable Trigger_push
#15580 posted by Preach on 2015/11/20 01:00:21
Hey DeeDoubleU, this one's for you.
https://tomeofpreach.wordpress.com/2015/11/19/toggleable-trigger_push/
It gets you a trigger_push hack which can be turned on and off an arbitrary number of times. You'll still have to do a bit of the heavy lifting here, useing a conventional "facing detector" trigger to turn it on. You may have to play around with the best way to make this work, some suggestions to try:
* Get rid of the TOGGLE spawnflag, so the trigger naturally returns to "closed" after a short time, and only constant retriggers from the facing detector will keep it in place
* Keep the TOGGLE, but have a trigger_relay which resets it at the same rate that the facing detector is reactivated
* Keep the TOGGLE, and have a pair of overlapping, opposite facing detectors. One triggers to turn the pusher on, and the other facing turns it back off.
To Khreathor
#15581 posted by Preach on 2015/11/20 01:11:24
You're next in the queue! I like this hack so much I'm going to use it to fix your problem too! But it's bedtime now so it may take a little while until I get a chance.
TextFish: Have you tried a slient, rapidfire https://tomeofpreach.wordpress.com/quoth/tutorial/info_trap/ targeting the player through the floor? That sounds pretty hacky to me! There's probably a way to create a follow spot in just regular quake using an info_notnull, the effects flags, and the ShalHome function.
It's also interesting that both of you have asked a question which the aside in https://tomeofpreach.wordpress.com/2015/11/18/selective-clipping/ is very relevant to. Who does the spotlight follow if there are no players connected? In coop, which one of the players do you want to give the "3 more to go..." message to?
Preach
#15582 posted by khreathor on 2015/11/20 04:02:25
Thanks for your help! I already tried few combinations with "enemy" key. I finally got it working. Problem was I forgot to set "wait" ;)
So I have connected enemies to info_notnull, which triggers counter every time enemy dies with "enemy" key set to 1, so it always blames player ;D
Here is an example:
{
"classname" "info_notnull"
"angles" "-0 0 -0"
"target" "counter"
"targetname" "count_enemies"
"use" "multi_trigger"
"enemy" "1"
"wait" "0.01"
"origin" "400 472 0"
}
Thanks Preach.
#15583 posted by Text_Fish on 2015/11/20 14:15:37
My idea isn't worth abandoning Quoth for and it sounds like the info_trap would be very reliant on the player remaining as low as possible in the map (limiting the use of bridges and multi-story buildings etc.), so I think I'll need to put it on the back-burner until I can think of another solution!
@Preach And Others
#15584 posted by DeeDoubleU on 2015/11/20 16:44:58
I feel like I'm missing some fundamentals. Some details that no one ever mentions because it's basic stuff.
Finally figured out that I need to add keys in text editor and compile with .bat file, since editor "fixes" non-standard entities on map save/open and build.
Is there easier way to do this - some set of handy utils or hack-friendly editor?
Preach, maaaan they should teach about you in school.
Togglable push trigger works, though I can't implement your suggestions properly.
I can't make push-door go down on its own. It's either constantly going on and off dropping player a bit during each 'off' phasse or never goes down.
If We Talk About Basics
#15585 posted by khreathor on 2015/11/20 16:56:43
http://quakewiki.org/wiki/Map_based_hacks
But you must remember those are hacks, so you just exploit existing functions. That means: if you want to make some complex stuff, you need to write your own scripts in QC.
#15586 posted by metlslime on 2015/11/20 18:23:59
some editors don't "fix" entities like that, so you might try other editors -- or talk to the developers here if it's trenchbroom or jackhammer.
What Do You Mean, Fix
#15587 posted by SleepwalkR on 2015/11/20 18:41:57
You mean that the editor clears out any properties that weren't in the .def or .fgd file? I don't think TrenchBroom does that, and if it does, it shouldn't and I will fix it.
It Doesn't As Far As I Know...
#15588 posted by ijed on 2015/11/20 20:01:27
I tend to prototype stuff without adding it to my fgd.
But I'm still on the last TB1 and only put stuff in TB2 to test.
If/when I map again I'll update to all the latest tech.
It's GtkRadiant.
#15589 posted by DeeDoubleU on 2015/11/20 20:02:24
It doesn't remove any keys or values, but if I create trigger that has actual volume and then change it's class to info_notnull - load/save/build would clear brush info from that entity and add origin instead.
Was wondering how you guys do it and hoped someone knows another way except making all hack related stuff last [in notepad] and never modify and save map in editor again.
#15590 posted by metlslime on 2015/11/20 20:49:53
oh yeah, there is the problem of trying to use info_notnull as a brush entity and a point entity in the same map. If you only want brush entities you can just change it in the .def file, but if you want both you can't.
Probably the best solution with the tools we have is to create a info_notnull2 which allows brushes, then add to your batch file some kind of step that does a search and replace with info_notnull2 to info_notnull.
#15591 posted by negke on 2015/11/20 20:55:16
Radiant only supports an entity classname to be either point- or brush-based. By default the definitions make info_notnull a point entity, so the editor converts it once you rename it.
There's no solution, only a workaround: I changed the def file so that info_notnull defaults to being a brush-based entity which then works for trigger volumes and such. It's still possible to make point-based info_notnulls by creating some point entity and renaming the classname afterwards; however, it will not show up in the editor views and can only be accessed/edited from the entity list ("L"). Pretty awkward.
Too Slow
#15592 posted by negke on 2015/11/20 20:55:46
TrenchBroom Allows You To Do It
#15593 posted by SleepwalkR on 2015/11/20 21:09:41
Monster Doors
#15594 posted by Text_Fish on 2015/11/20 21:54:03
Is there a way to make a door operable by monsters only? I thought it could be cool to have a bit of my map where the player has to sneak through the door just after a monster to get through.
#15595 posted by Rick on 2015/11/20 23:07:56
I was using Netradiant and having no problems at all with info_notnull spawnable triggers, until I downloaded a newer version - then it went all stupid. Not only did I have to switch back to the older Netradiant, I had to revert to an earlier version of the map that had never been saved in the newer version. I probably could have eventually figured out what was wrong, but reverting to an older map was quicker.
Monster Doors And Info_notnull Defeated, Almost
#15596 posted by DeeDoubleU on 2015/11/21 00:49:32
Trigger opens real door and another invisible one that blocks only player.
https://dl.dropboxusercontent.com/u/58150516/monstersonly.zip
Thanks for suggestion guys. I changed my quake.def entry for info_notnull to:
/*QUAKED info_notnull (0.8 0.6 0.2)
Invisible entity. Used as a positional target for lightning.
*/
Works like a charm. Only problem is... not even a problem really, minor issue - editor treats every word of description as a flag now 8)
https://i.gyazo.com/826e8d43aaccbbd2295bf16e20fb45f0.png
#15597 posted by necros on 2015/11/21 02:31:23
point entities are defined like this:
/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
Air bubbles. They disappear in Deathmatch.
*/
where the last 2 sets of numbers refer to the minimum point and maximum point of the bounding box.
#15598 posted by metlslime on 2015/11/21 07:41:37
You're missing a question mark. Here's a correct example:
/*QUAKED trigger_ladder (.5 .5 .5) ?
invisible ladder entity. when player is touching this entity, he can climb by pushing 'jump'
Keys:
"angle" the direction player must be facing to climb ladder
*/
#15599 posted by necros on 2015/11/21 10:02:27
oh right you were actually trying to do a brush entity..... i think my reading comprehension is getting worse ._.
Editors "Fixing" Entities Not Conforming To FGD
#15600 posted by Qmaster on 2015/11/22 22:00:18
For Worldcraft/Jackhammer users, you can delete the definition for info_notnull from your fgd. One caveat, if you use a targetname on it, though, the editor won't be able to find it when it does the "Check for Errors" and will say cannot find suchnsuch targetname for whatever entity targets it. Just ignore it if you can. Conversely it won't be able to tell you if the info_notnull's target can't be found.
Predefined Entity Properties?
#15601 posted by DeeDoubleU on 2015/11/23 10:52:12
Is it possible to make an entity with predefined keys and their values?
Would be nice to setup few hacked triggers/doors once and then just place it on the map as easy as regular entities.
Oh, and by "possible" I mean editing .def or other config/settings file, without recompiling the editor.
#15602 posted by adib on 2015/11/23 15:00:14
I think FGD allows default property values.
Disco Lighting
#15603 posted by kaffikopp on 2015/11/26 22:20:03
Anyone know what causes this? It seems to appear in certain spots in every map I compile: youtube link
#15604 posted by ericw on 2015/11/26 22:40:17
I'd guess there's a stale mapname.lit file in your quake/id1/maps directory, try deleting it.
If you're compiling in another directory and copying to quake/id1/maps, make sure to copy both the .lit and .bsp.
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