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?
#16265 posted by metlslime on 2016/03/16 20:54:29
*teleport is treated as water (to get the warping effect), and when you put two water brushes overlapping, the interior faces get removed (to create one continuous volume of water.)
Some tricks:
1. create a pocket of air where you want to see a teleporter, and use a thin *teleport texture to make the boundary of the pocket.
2. create a func_wall with the *teleport texture, it's a separate entity so it won't merge with the other water.
Gustavo6046
And where do I ask questions like this? This is a mapping questions area, not reviewing maps area.
Maybe post a few screenshots and a compiled beta of your map in the Screenshots & Betas thread.
Well...
#16267 posted by Rick on 2016/03/16 21:23:06
I didn't really want to just plop the gun on a moving pillar, but I may end up doing something like that.
I appreciate the offers for help, but this map is right at the edge of exceeding the normal map limits and I intend to finish it without doing that. I only have about 4 models left to play with and the marksurfaces are over 32000 and at an unstable point.
On top of that, it's actually pretty complex. If I leave it alone for more than a few weeks I tend to forget how everything works.
Rick
Split the map into 5 maps, MAPNAME_1, MAPNAME_2, MAPNAME_3, MAPNAME_4 and MAPNAME_5. Then it won't be large, I hope.
Almost Forgot
You can also accept the map as is and put the exit right away. :)
Delays
Those of you that have been supporting me with learning how to map: I'm a bit in the weeds. I am in highschool, and right now, mapping is not top priority. Even on my spring break, I have tons of school assignments. Some of you may remember that I said that I would "light vertig for the fourth time," I haven't actually been able to do that. Almost the next day after I posted that, I got all of this crud to do. Because of this, if I say I'm going to do something, I might not be able to do it for a while. I haven't been mapping, but I'll get right back onto it as soon as I can. I can't promise it, but I'm pretty sure I will have time to do all of the stuff I want after spring break. Wish me straight A's.
Hmm
SpecialBomb, you're not required to do mapping :)
Also, how do I make so monsters teleport into some area after a trigger activation?
Gustavo6046
Yeah, I understand that.
It's just that I have decided to be a continuation of this subculture, and I feel that it is pretty important to be criticized by the people know what they are doing, so that way I can get to their level in the future. I know, it's a bit overkill.
Also, I think I know how to help you.
Do you want the monsters to suddenly jump from one place to another, or do you want the monster to suddenly exist?
Noooo!
#16273 posted by DeeDoubleU on 2016/03/16 23:20:07
There are no excuses! Forget food and sleep and go map!
Just kidding, good luck with those A's.
@Gustavo6046
Link trigger/button to trigger_teleport and that trigger_teleport to info_teleport_destination.
Put monster so he is inside/touching trigger_teleport.
You may wish to have all this stuff in a separate room "outside" the main map.
SpecialBomb
Nevermind, I guess I can just do a func_door with a clip texture and a func_illusionary brush in the floor the monster will appear. The monster will be lifted by the func_door to the func_illusionary brush.
What kind of brush is there that only monsters can clip through?
Here's A Doc On Teleporting Monsters (I Still Don't Really Get It...)
http://www.bspquakeeditor.com/q1tutor/q_monster.html
I recommend going to this site when you need to figure something out. It's SUPER OLD though, so one of my projects in the future is to remake these tutorials for a more user friendly (vids, docs, map examples, etc.)
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