News | Forum | People | FAQ | Links | Search | Register | Log in
Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
First | Previous | Next | Last
Metlslime 
well, i've fixed the prob, not sure if u still need the file. gonna release it soon anyway hopefully... 
VoreLord, Distrans 
Yes, I've unziped the file... and read the text.. I wil test it this evening... thanks a lot... 
Here Is Another Location 
where you can get that stuff that is at QuakeLab, amongst other things.

ftp://ftp.sunet.se/pub/games/PC/idgames2/levels/ 
VoreLord 
Thanks !!! Great link !!!! 
Jpl 
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 
OK, thank you again... I'll take a look later in the afternoon...
Bye 
SZ_getspace: 8030 Is > Full Buffer Size 
on startup of map. 
Back Again With Basic Question 
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 
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 
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 
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 
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... 
... 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... 
... I also would like to perform these two features without taking into account the buttons switch order.... rather difficult, or not ??? 
JPL's Spawns... 
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 
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.. 
... 
so does *anyone* know what SZ_getspace: 8030 Is > Full Buffer Size means on starting a map? 
Heh 
Post #3 on this thread is kinda funny now. 
Necros: 
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?). 
... 
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 
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 
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 
It never hurts to mention that bit. 
Sprites 
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. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.