Thanks!
Using the metrics kegke shared, I could have both the Penta and the Ring showing. Thank you very much! :)
PS(Offtopic): I only wish the Scragg had a melee animation by spiking the player with it's spikes, and if the player is behind it, poisoning him with the tail/whatever it's called.
Don't care with this Offtopic if you don't want to :)
Protip
#16241 posted by negke on 2016/03/15 19:57:59
Type "developer 1" in the console before loading the map. Then you'll see warning messages (along with coordinates) if items fall out of the map or monsters are stuck inside geometry.
Got The Tip
But, what did you guys think of the map?
Nice Effort
#16243 posted by mjb on 2016/03/15 20:25:45
I like the effect of the dirty water flowing down the cracked floor.
To have the message about exiting not cut off add "\n" in your message to start a new line.
Keep developing concepts and general design...you are heading in the right direction!
Thanks!
I guess it's because I have a bit of previous mapping experience with UnrealEd (failed due to BSP errors, which Quake doesn't has) and Doom.
Help! Cage And Trap Not Opening!
Welp, the story is as follows.
I decided to continue GUSE1M1 with the map GUSE1M2 (dur) ( https://www.dropbox.com/s/y35owf8qtxvlavk/guse1m2.map?raw=1 ) (what do you think?) but the secret cage opened by the button near the megahealth secret and the Shambler trap and bridge activated by snagging the Super Nailgun aren't really working!
I Have A Bounding Box Problem
#16246 posted by Rick on 2016/03/16 18:03:12
There is a super shot gun inside a cage (func_door. The cage is larger than the SSG bounding box by 12 units and is raised by using a button.
I have verified that the positioning of both cage and gun is what I think it is by turning on bounding boxes in the game.
The player is able to pick up the gun without raising the cage.
Any idea what is causing this weirdness?
Map
#16247 posted by mjb on 2016/03/16 18:06:46
For the SNG door.
Without actually running the map, it looks like the angled door has an angle of 0. Make sure to give it an angle of 360.
Also if you want the "doors" to stay open forever, just set the wait key to a value of -1 as opposed to the Toggle spawnflag.
I honestly do not know if you can have a delay key on an item. But typically you have the sng target a trigger_relay which definitely can make use of the delay key.
As for the button:
It has a target of "secret1" but nothing has a targetname of "secret1". If you are trying to prompt that a secret was found when pressing the button then simply give your trigger_secret a targetname of "secret1".
Also make sure to set the angle for the button (360 for 0) and give it a wait value of -1 if you do not want it pressed only once.
This should help ya out.
Ok
The SNG trap's angled brush is actually a bridge so the Shambler can smash the player after getting close quickly.
However the door is angle -1 which I believe goes up.
The trigger_relay entity is that should have the targetname "secret1". Thanks!
I'll change Toggle doors by wait "-1" and remove the trigger once.
And as for the SNG trap relay, I don't need it, and items *do* have delay time, but thanks :)
Learned Something
#16249 posted by mjb on 2016/03/16 18:19:54
I really don't think I ever knew items had a delay key haha.
Is everything working now?
Another fun idea to try is instead of moving an angled door for the Shambler to come across, you can have him jump over the gap to the player via a trigger_monsterjump. Just draw a brush infront of the shambler and use the height + speed keys to find what works for you. You can also set angles x y to have him go at a diagonal.
Rick
#16250 posted by mjb on 2016/03/16 18:22:37
If the player is picking up the shotgun through the cage (by hugging the cage wall I presume?) then I guess it's just a bit too close. I see you verified bounding boxes but a thing to try is expand the cage by a little and see if you get the desired effect.
Ok, Thanks
Well, everything works now! :D
Except the penta in the cage secret.
Well, I'll see if I can make the shambler jump to the player. Because I think he isn't really going down the bridge, but I ain't sure since when I tested I didn't see it very well when the trap activated, but maybe a trigger_monterjump be funner :P
Thanks!
Penta
#16252 posted by mjb on 2016/03/16 18:29:03
The trigger_relay that starts the process of the cage opening is not target-able because it has no targetname. When triggered events are not working, try to look for missing targetnames. In TrenchBroom, clicking on entities/brushes with targetnames/target links will draw a line between them.
You could also just have the trigger_relay open the cage as opposed to it targeting a trigger_once that then triggers the door. :)
One More Thing
Custom music in Quake 1 maps? Like, I have a WAV, OGG, S3M or even MIDI, and I want it to play in the map.
Nevermind
I always forget Google :P
Thanks for the "no trigger_once" tip!
#16255 posted by Rick on 2016/03/16 18:36:47
I thought at first it might be some kind of door linking bug since the SSG is actually inside the door's bounding box, but no.
The cage has to be at least 64x64 to keep the player from picking up a 32x32 gun in its center. No, I'm not kidding.
Unfortunately, a cage that big will look stupid in that particular location, so I guess I'll have to come up with a better idea.
Rick
Email me the map (the email in my profile), then I can see if I can do a better idea for that gun. Remember, I'm good in new concepts!
Maybe
#16257 posted by mjb on 2016/03/16 18:38:35
Could you maybe add invisible func_walls around the shotgun but inside the cage that move up with the cage? Then kill off the func_walls when it is time to actually grab the gun?
Just throwing stuff out there.
Bloughsburg
I don't think it'll work. It won't stop the player from grabbing the shotgun, it's BB will also cross the func_walls' BB.
It would be better to make invisible cage around the main cage, one that opens when the player is near it, and it opens the main cage half a second later. Then the player won't grab the shotgun early.
#16259 posted by metlslime on 2016/03/16 18:59:32
pickup items including weapons have an extra large radius for player grabbing them, larger than the bounding box you see in the editor. This may be why you can grab the weapon through the bars.
#16260 posted by Rick on 2016/03/16 19:19:20
pickup items including weapons have an extra large radius for player grabbing them, larger than the bounding box you see in the editor.
Yeah, that's what it is. The pickup bounding box must be real close to 64x64.
The cage thing was using too many marksurfaces anyway. I can just leave the gun out in the open the way it's been all along, it's just that I have this button that needs something to do.
Rick, Please
As I said, email me the map! I'll give that button a useful job!
How About
#16262 posted by DeeDoubleU on 2016/03/16 19:54:50
Put you gun on a pillar. I think it could be thick enough without looking odd.
Lower it with your button.
BTW
Is there any other bug in GUSE1M2?
What would you rate it, in a 0 to 100 scale?
And where do I ask questions like this? This is a mapping questions area, not reviewing maps area.
Also
why is the portal's black texture invisible when underwater?
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