Metlslime
#1613 posted by Vondur on 2004/04/08 03:21:12
well, i've fixed the prob, not sure if u still need the file. gonna release it soon anyway hopefully...
VoreLord, Distrans
#1614 posted by JPL on 2004/04/08 03:30:14
Yes, I've unziped the file... and read the text.. I wil test it this evening... thanks a lot...
Here Is Another Location
#1615 posted by VoreLord on 2004/04/08 03:41:44
where you can get that stuff that is at QuakeLab, amongst other things.
ftp://ftp.sunet.se/pub/games/PC/idgames2/levels/
VoreLord
#1616 posted by JPL on 2004/04/08 04:15:03
Thanks !!! Great link !!!!
Jpl
#1617 posted by VoreLord on 2004/04/08 05:57:42
this is a better way to get that stuff, or anything you want from that site. Same site but the URL is a bit different, the previous one is a very old link i've had for years.
This one would be better.
http://ftp.sunet.se/
Just scroll down to the games/idgames stuff, and away you go
VoreLord
#1618 posted by JPL on 2004/04/08 06:27:21
OK, thank you again... I'll take a look later in the afternoon...
Bye
SZ_getspace: 8030 Is > Full Buffer Size
#1619 posted by necros on 2004/04/08 21:41:44
on startup of map.
Back Again With Basic Question
#1620 posted by JPL on 2004/04/09 02:08:52
Hello,
First thanks to distrans and VoreLord for their help related to my previous problem. The float map was a good example of what I wanted to do...
Anyway, I have another questions. I'm pretty sure it is a mapping basic knowledge, but while I'm a beginner, it's another method I don't know anything...
How to open a door with multiple button ??? I've found in the QuArK tutorial how to do this for one button to one door, but nothing with many buttons. What is the method ??
Thanks
JPLambert
I assume you want the player to press several buttons before a door will open.
Use a trigger_counter entity, which targets the door, and is targetted by the buttons. I believe it's the count or cnt attribute which determines how many triggerings are needed to fire the counter.
Wot Fatty Said
#1622 posted by Vondur on 2004/04/09 03:26:03
trigger_counter
Acts as an intermediary for an action that takes multiple inputs. If nomessage is not set, it will print "1 more.. " etc when triggered and "sequence complete" when finished. After the counter has been triggered "count" times, it will fire all of it's targets and remove itself.
It's a once-only trigger (i.e. Wait is always -1).
Flags:
"nomessage"
disables count display
Keys:
"count"
number of triggers needed to fire own target, default is 2
"target" and "targetname" like always, required
Fat Controller And Vondur
#1623 posted by JPL on 2004/04/09 03:39:03
OK, thank you all, if I understand correctly, you mean that each func_button are used once only and they target the item_counter, and when the item_counter reaches its maximum value then the door can open....
OK, ir seems to be very easy to use... Just another question, is it possible to give a button or a trigger a multiple targetname. I mean, during this multiple switch use, I would ike to make appear some monster each time a button is switched. How can I do this ??? Furthermore, I know how to enable a teleport to make some monsters appear from another hall....
Thanks a lot
Monster Spawns
#1624 posted by Fern on 2004/04/09 06:51:23
If you want monsters to spawn in indefinitely every time a button is pressed, you'll have to use the Hipnotic progs.dat or equivalent QC. There is no other way.
If the button will only be pressed a few times I think the only thing you could do is set up a bunch of counters with the same name.
button > teleport_a
button > counter_b (2) > teleport_b
button > counter_c (3) > teleport_c
etc.
Trigger_relay
#1625 posted by glassman on 2004/04/09 07:26:33
If you only want the monster triggered the first time the button is pressed you could use a trigger_relay with a 'targetname' as for your trigger_counter and a 'target' matching your the monster trigger_teleport
Clearly...
#1626 posted by JPL on 2004/04/09 07:45:36
... I want to perform a multiple button switch before opening an output door (this was explained in post 1621 and 1622 from Fat Controller and Vondur, thanks to them), but additionally I would like to make monsters appears each time a button is switched.... So the player will follow this kind of"scenario": switch a button, fight with incoming monsters, switch the next buton, fight with the new incoming monsters, etc.. and this to the last button ... I don't really understand what is the good nethod to perform both of these feature (multiple switches, and monsters apparition on each switch...) it's still a little confuse for me...
Oh...
#1627 posted by JPL on 2004/04/09 07:53:18
... I also would like to perform these two features without taking into account the buttons switch order.... rather difficult, or not ???
JPL's Spawns...
#1628 posted by Fern on 2004/04/09 09:35:07
Now I understand you a little better. You should set the buttons up individually to trigger the monster teleport traps. Then create individual trigger_relays, with the same names as the teleport traps, which will target the counter.
For example, if you wanted to have a door opened by three buttons, and wanted each button to spawn a group of monsters, you'd need the following entitites:
buttons:
func_button (target="A")
func_button (target="B")
func_button (target="C")
teleport traps:
trigger_teleport (name="A")
trigger_teleport (name="B")
trigger_teleport (name="C")
relays to make the buttons also target the counter:
trigger_relay (name="A" target="counter")
trigger_relay (name="B" target="counter")
trigger_relay (name="C" target="counter")
the counter itself:
trigger_counter (name="counter" target="door" count="3")
If you use the above method, each switch will have its own indiviual group of enemies, and that particular group will spawn when the button is pressed, regardless of the order in which it is pressed. If that's a problem and you'd rather have each button spawn an INCREASINGLY STRONG group of monsters, regardless of order, you could do it with a bunch of separate counters. Your entity set would look something like this:
buttons (with the same target):
func_button (target="A")
func_button (target="A")
func_button (target="A")
counters (to trigger different traps depending on how many buttons have been pressed):
trigger_counter (name="A" target="trap2" count="2")
trigger_counter (name="A" target="trap3" count="3")
teleport traps:
trigger_teleport (name="A")
trigger_teleport (name="trap2")
trigger_teleport (name="trap3")
the door, with the same targetname as the last trap:
func_door (name="trap3")
Fern
#1629 posted by JPL on 2004/04/09 09:51:50
Great !! It was exactly what I was looking for !!! I was thinking about the second method, but really didn't know how to implement it... Thank you very much Fern....
Bye..
...
#1630 posted by necros on 2004/04/10 22:40:54
so does *anyone* know what SZ_getspace: 8030 Is > Full Buffer Size means on starting a map?
Heh
#1631 posted by xen on 2004/04/10 22:42:49
Post #3 on this thread is kinda funny now.
Necros:
#1632 posted by aguirRe on 2004/04/11 09:32:39
By looking in the engine source common.c I can see that the error message occurs just after the ... overflow without allowoverflow set ... error.
It's in a generic memory allocation function so it's difficult to say what's causing it without a stack trace.
An educated guess could be that it's entity related (what isn't?).
...
#1633 posted by necros on 2004/04/11 14:17:30
well, this error happens in all the engines that i have tried, Fitzquake, regular GLQuake and tyr-glquake (which has a super high entity limit)
the thing is, i was just below the limit for bmodels when i compiled the map. so then i added in more ammo and health, and that's when the problem came up... the thing is, i thought ammo and health didn't affect bmodel limit because it's only the first one that counts...
Quake 3 Help
#1634 posted by pushplay on 2004/04/12 04:20:49
I don't know much about shaders and I don't really care to learn, I'd just like to get things done. I want to have a beam projecting from a light, but in an orange colour. I can take red_beam.jpg from sfx and modify it, but the sfx shader refers to red_beam.tga which as far as I can tell doesn't exist in pak[0-8]. So does the texture exist for me to screw with or what do I do?
Shader
#1635 posted by Kell on 2004/04/12 08:28:26
the shaders refer to a .tga in all instances, whether the corresponding file is in .tga or .jpg format. The engine will search for the file in .tga format; if it doesn't find it, it will search for it as .jpg instead.
So you're all clear to mess with the red_beam.tga shader, though it's obviously wise to c'n'p your own version of the shader ( and image if you itend to modify it ) before messing. I probably didn't need to mention that bit did I?
:P
Kell
#1636 posted by R.P.G. on 2004/04/12 09:42:07
It never hurts to mention that bit.
Sprites
#1637 posted by glassman on 2004/04/12 12:14:23
Here's an obscure question - is it possible to alter the image scale on quake sprites? They obviously default to 1:1 in line with normal quake texture scaling but I'd like something different.
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