Scrags & Fish
DeeDoubleU, someone else is bound to have a far better answer than me, but the mean time I'll risk embarrassing myself:
AFAIK both of these behaviours are known bugs but nobody knows exactly why they happen. I recall having read a few discussions where experienced mappers were stumped, especially by the Scrag thing. According to this post you might be able to avoid the issue by not cramming too many of the offending monster into the same enclosed space...
Or wait for someone who knows what they're talking about to answer. :)
This Is Just Guesswork And Vague Memory Talking...
#15977 posted by ijed on 2016/02/19 13:11:30
It's a weird bug caused by the navigating I believe since both fish and the scrag use point collision (not bbox) to manage their movement, but a bbox to receive collisions.
So they find a bit of geometry that they don't like for some reason and it pops them into an invalid volume outside the world, and then they can't get back in.
Scrags usually can because the flymonster behaviour gives them a bit more movement.
I suspect its something to do with the discrepancy of the center point and the bbox corners.
I know that brush misalignments can cause this (like with the player), but so can perfectly clean brushwork that the offending monster manages to get stuck on and then clip through.
Mapside, the solutions are basically either delete your fish or change the areas where they are used until it stops happening.
Scrags are best used outdoors so that they don't push themselves up through a ceiling trying to match heights with the player - which seems to be the main cause of this for them.
This was the main reason I experimented with small fish, but ran out of time / gave up before I could get a decent handle on it.
#15978 posted by Rick on 2016/02/19 18:27:51
I've seen scrags move through solid geometry many times, but I don't remember ever seeing flying fish. Maybe that's just because fish aren't used nearly as much.
Messages In Queake
#15979 posted by JohnisonBoa on 2016/02/20 04:33:07
I use trigger_multiple but I don�t know how to use the specifics.
That's One Way To Do It.
#15980 posted by mjb on 2016/02/20 08:09:13
If you want a message to stay on the screen longer, you can string multiple triggers with delays containing the same message.
Add \n to start a new line if a message becomes too long.
Not sure what you are asking but that's a start for messages in vanilla Quake.
#15981 posted by ijed on 2016/02/20 15:34:49
Key 'message'
Data 'whatever you want to say'
Mapping Help
#15982 posted by adib on 2016/02/20 18:07:12
I need advice.
What's the appropriate combat for a maze-like map? I mean, in a set of interconnected hallways how encounters should be?
#15983 posted by Kinn on 2016/02/20 18:10:32
Every ten seconds, two front spawns and three back spawns in bbox contact with the player.
#15984 posted by JneeraZ on 2016/02/20 18:30:52
What Kinn said.
Trolls.
#15985 posted by adib on 2016/02/20 18:56:48
No...
I believe he said spawns... ;)
Setup One Long Path Loop Throughout Maze, Patrol Liberally
#15987 posted by Qmaster on 2016/02/20 19:14:19
Lol
#15988 posted by JohnisonBoa on 2016/02/20 22:58:40
OK, im working in it now
Posting... ...
#15989 posted by JohnisonBoa on 2016/02/20 23:08:27
So rare, I add a specific in a trigger in QuArK and it does not able, but I make again in TB and it does work. Im yet working...
Changing Theme
#15990 posted by JohnisonBoa on 2016/02/20 23:30:42
It's normal that QuArK finds holes in the map without being it? I brushing in TB but when I open QuArK to Qbsp and test, sometimes said "there is a hole in your map" and time later I do not move any brush, I change a trigger config and it back to Works in qbsp.
Bad Quark
#15991 posted by madfox on 2016/02/20 23:45:15
Quark stores no floater points on brushes, so every time reloading the map it slightly differ integers. So mostly there is that message.
Better take a "better" editor, took time to use GtkRadiant or TB.
There is the option to select all verts and force them to grit.
Put Monsters In
#15992 posted by ijed on 2016/02/20 23:45:38
1. In such a way you think it'll be fun.
2. Play map.
3. Alt tab out if you think of a way it could be more fun.
4. Make change in editor.
5. Alt tab back to game.
6. Repeat step 3.
7. Once level is complete, recompile.
1. Repeat from 1.
This is the recipe for getting good.
Ok And Thanks 2 (2)
#15993 posted by JohnisonBoa on 2016/02/20 23:55:10
MadFox: GtkRaadiant have visible grid lines?
Great Advice Ijed!
#15994 posted by mjb on 2016/02/20 23:58:01
#15995 posted by necros on 2016/02/21 00:38:28
i just fill every available space with monsters.
And Don't Forget About Spawns
#15996 posted by PuLSaR on 2016/02/21 00:56:23
#15997 posted by JohnisonBoa "TheQstion" on 2016/02/21 01:12:15
what trigger I need for an Introduction changelevel???...... or what specific???...
<---
#15998 posted by adib on 2016/02/21 02:25:34
But actually you all ended up giving me an idea. Let's see if it works.
Also, what Qmaster said.
#15999 posted by madfox on 2016/02/21 02:29:59
GtkRadiant1.4 has several coloured grid settings, I prefer white lines on black.
Introduction changelevel?
Put in a trigger_multiple, add a corresponding trigger brush, and fill in a short message.
Or if you ment tigger_changelevel and fill in the map you want to continue with, e1m2.
Reply: MadFox
#16000 posted by JohnisonBoa on 2016/02/21 02:39:11
When you enter to a level from start.bsp, appears "loading".
But when you enter from a single map, appears "kills 13/13, secrets 2/3".
I don't know what to put in the Introduction(start) for going to e1m1.
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