Thanks, Preach
#139 posted by gulliver on 2007/06/20 00:56:06
That's about what I figured. Just wanted to check with an expert.
Progref
#140 posted by mechtech on 2008/02/09 16:58:25
Map is a group of some of the tricks found here and other places. I use it as a way to remember those info_notnull tricks. Please give it a look
and email if I missed something good.
http://www.mediamax.com/mechtech1001/Hosted/maps/progref.rar
Sounds Cool - Will Check Out L8R
#141 posted by RickyT33 on 2008/02/09 17:48:37
:D
Mechtech
#142 posted by madfox on 2008/02/09 22:46:18
Maybe it is my winrar, but I get a corrupted file.
Zip Format
#143 posted by mechtech on 2008/02/10 18:10:42
Mechtech
#144 posted by gb on 2008/02/10 23:16:27
That download seems unbelievably slow, can you put it on shub-hub or something? It stalls at 1% here repeatedly.
Last Try
#145 posted by mechtech on 2008/02/11 01:51:27
Thats Mad!!
#146 posted by RickyT33 on 2008/02/11 16:07:40
I dont know how usefull it will be, the toggleble trigger_multiple could be a usefull reference. Also the pentegram of lightning - I had a look at the map file in notepad, and it didnt really make sense to me how you managed to get all of the correct angles for each lightning bolt, but I'll have a look at it later again!!
Cheers
Mechtech
#147 posted by gb on 2008/02/11 23:56:43
Good idea. Comments:
- can you make all doors wait -1 or remove them?
- can you use a uniform texture theme?
- func_train message is misplaced
- could you make the messages more descriptive?
- perhaps use floor switches, those posts are a bit in the way.
- perhaps add breakables?
- add Than's moving floor gun turrets?
- add glass?
- make trigger_multiple and triggered lights more obvious?
- add monsters dropping guns, or alternate ammo
Quoth demystifies many of those things, luckily, like respawning items, custom traps, and hordespawn. Plus more nice things. No moving water or statues though.
Fiends And Low Ceilings
#148 posted by Lardarse on 2008/02/27 21:00:33
I've just thought of a trick that might not work, as I haven't been able to test it. It also requires Quake 1.07 (I think all custom engines these days are derived from 1.08)
If you set the "gravity" field on an entity, the effects of gravity on it change. 1 means normal, 2 means doubled, etc... 0 is taken to mean 1, otherwise everything would not be affected by gravity by default.
So what can be done with this? Well, in theory, any monster that jumps can be made to jump further (or not as far). Unless you're using trigger_monsterjump, which is configureable by the mapper already, then the use is really limited to fiends. Giving them a gravity setting of about 1.2 may help to make them more effective in indoor areas, by making them hit the ceiling less.
I'd be interested to know if this actually works...
Semi-random Monster Placement
#149 posted by Lardarse on 2008/03/26 04:16:38
You can set multiple teleport triggers on each monster entity, and randomize by using Fitzgibbon's patented shooter trigger randomizer, or make the teleporters trigger at different locations depending upon the route the player decides to take. (HeadThump replying to Ankh in another thread)
Can anyone explain this one for me?
Hey Lardarse
#150 posted by HeadThump on 2008/03/26 04:38:14
Give me a few minutes and I'll construct a simple map that illustrates
the second method, the first method with the logic gates is a bit more complicated and I wanted to make a fairly playable map to illustrate it.
Here You Go,
#151 posted by HeadThump on 2008/03/26 05:28:16
http://mortisville.quakedev.com/tele.zip
This example shows how to place teleporters for a creature to have alternative routes depending on the route a player takes. The creature here is hidden inside the center block, and all the relevant entities are close by that area.
Oh, And Here Is The Second Version
#152 posted by HeadThump on 2008/03/26 06:04:58
http://mortisville.quakedev.com/tele2.zip
I added a crude logic gate to the original map that will give one of four results, two telefraged creatures, one telefrag and one creature, or two more creatures in addition to mr tough stuff from the first demonstration.
It isn't difficult to refine this technique to suit your needs. Look in the extra box room to see how it is done.
Re: #11 And Monster Triggers
#153 posted by Lardarse on 2008/06/20 21:55:16
Is this safe to use as a door opening trigger? I know that doors will create their own triggers, but it's too large for my purposes...
Re: #148 And Fiends In Low Ceilings
#154 posted by Lardarse on 2008/06/20 23:42:14
While this trick does work, it's not really that necessary. Using one of the equations of motion:
v*v = u*u + 2*a*s
and rearranging for s (distance)
s = (v*v - u*u) / (2*a)
then plugging in the relevant numbers: u (start velocity) = 250 (we are only concerned with the vertical here); v (end velocity) = 0 (when you reach the peak of the jump); a (acceleration) = 800 (due to gravity); and you get
s = -39.0625
Now add the height of a fiend (88), and see that it will miss a 128-high ceiling by just less than 1 unit. Except for 2 small problems. Firstly, the qc adds 1 to the z component of the fiend's origin juszt before it jumps (so it will brush the ceiling very slightly), and secondly, it's possible for v_forward (the direction that fiend will jump in) to have a z component (if the player jumps at the right moment).
Still, it's something more to play wih...
Monster Triggers
#155 posted by Preach on 2008/06/21 01:18:24
It should work as long as you don't want a message for the player on that trigger. Just remember that firing nails through the trigger will also op - not just monsters.
Good To Know
#156 posted by Lardarse on 2008/06/21 03:56:59
But I decided that it's not worth spending the brushes on in this map, so I'll save it for next time...
Mind The Gap
#157 posted by negke on 2008/07/30 11:26:17
Probably obvious from Preach's post but just as a reminder:
Monsters don't cross gaps in the floor and more often than not this is a disadvantage. Apart from monsterjump triggers, this can be fixed by filling the gaps with skip-textured func_walls which have their "owner" fields set to "1" (player), so they're invisible and don't block the player's projectiles but allow monsters to walk on them.
The downsides are that they block monster attacks (unless the monsters' owner fields are set to the entity number of the func_wall - however, then they won't be able to walk across the gap, I think) and also coop players' projectiles.
More Doors Stuff
#158 posted by Lardarse on 2008/08/14 15:18:57
Is it possible to make a door not open until it's touched? I imagine the obvious way is to make a trigger brush 1 unit wider than the door, but I was wondering if there's a method that doesn't use any additional brushes apart from the doors.
I Think So
#159 posted by Lunaran on 2008/08/14 18:01:14
"touch" "door_use"
and give it a targetname so it doesn't spawn a trigger
that's a good idea to save models, actually. does it work? :)
Hm, No
#160 posted by Lunaran on 2008/08/14 18:18:58
the triggers automatically spawned by doors don't have models, just bounds.
and door_use will only work if you set the door's owner to itself. I think. Shit, I don't know, I'm posting from work and browsing the progs src on inside3d, don't listen to me.
Func_wall
#161 posted by Preach on 2008/08/14 20:53:47
The trick here is to start with a func_wall, not a func_door. Add the following keys:
touch door_fire
state 1
speed 100
pos2 'x y z'
owner *edictnumber*
where pos2 a vector describing the offset that you want the door to move by, '0 0 128' makes it open upwards by 128 units. You need to set sounds using the noise1 and noise2 fields, and precache those sounds elsewhere. The wait and speed fields work as before.
One weird trick you can do with this set-up is to set pos1 to a different vector. Then when your door closes, it will go to a position offset from it's original location by the value of pos1. There might be one other nice thing you can do, but I haven't quite worked out the details yet, will post later if anything comes of it...
Cool
#162 posted by negke on 2008/08/14 21:10:33
While you're at it, how does one make a secret door that moves up first, then in the specified direction?
Addendum
#163 posted by Preach on 2008/08/15 01:11:53
I should have added to the above post that *edictnumber* needs to be replaced with the actual edict number of the func_wall - in other words you need to make the func_wall its own "owner".
To make a secret door move up first, and then in the direction specified, I think that setting the SECRET_1ST_DOWN flag and then setting the third component of the angles vector to 180. Remember that map editors only give you y axis control(apart from the up/down hack) in the angles field so you'll need to put this angle in with a text edit.
The aim of this is to set the angle such that when you perform makevectors on the angle, the V_UP vector points downwards. Since the first two components specify the V_FORWARD vector, I'm pretty sure the last one then just rotates the V_RIGHT and V_UP pair about that vector. If the angle has no pitch(x component) then V_UP is straight up when the roll(z component) is 0. It makes sense that changing that to 180 would invert it.
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