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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
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(Thanks For Previous Answers + More Questions) 
Hi. Thanks for answering on those light/shadow and func_door/func_train questions.

Now I'm figuring out is there any way to set monsters tell the near monster that "I saw player, you wanna join the party?" & the answer is "yeah, sure!". Can monster give the other monster target or something?

Monster's that are flagged as "Ambush" doesn't receive that call but every other monster do, maybe? 
 
Twenty years making Quake maps and I actually don't know for certain how ambush works. I think it's all sight based.

"Ambush" means the monster must actually see the player for itself before it will begin attacking.

If not set as "Ambush" then the monster will begin attacking if it sees another monster has noticed the player.

Also, you can use "target" > "targetname" linking to activate a monster by the death of another monster. This also works with other entities such as buttons, items, triggers, etc. 
Reply #16677 
What are these attributes on enemy class:
deathtarget, angrytarget & target?

Is it possible to set "player" itself as a target, by giving it targetname or just using some certain name. I found only Quake 2 related article talking about combattarget/point_combat, not yet related to Q1.

I'm going to teleport enemies from the other location to the "combat area" but I want to be sure they attack the player immediate without seeing him. So is it possible to set attack player immediate? I'm using arcade dimension mod, but not sure about specs yet. 
Reply #16677 + More 
Also it's been a while now, and I haven't seen figured out how to make monsters teleportation without sound. Even if I check set trigger_teleport's flag "2" on aka. silent, then I set "noise" 0 and "volume" 0, I can still hear that whoosh~ sound effect from the info_teleport_destination's location where monster switched. In Trenchbroom's editor's entity interface info_teleport_destination doesn't have special attributes for sounds.

Especially when trying to make it surprise, that sound kind of ruins it totally. 
 
"What are these attributes on enemy class:
deathtarget, angrytarget & target? "


Those must be mod specific keys, because Quake only has "target". The names seem fairly self-explanatory, but you'll probably have to read the mod documentation for details. 
NewHouse 
You want to set the following spawnflags on your monsters (from the AD readme):

spawnflag SPAWN_NOGFX = 32; // No spawn effect or sound
spawnflag SPAWN_DELAY = 64; // Will wait for trigger before spawning
spawnflag SPAWN_ANGRY = 128; // When spawning will be angry at the player

Also set a "targetname" and have something trigger the monster when you want it spawn in. 
Common Misconception 
Even if I check set trigger_teleport's flag "2" on aka. silent, then I set "noise" 0 and "volume" 0, I can still hear that whoosh~ sound effect from the info_teleport_destination's location where monster switched.

This is a common misconception, in fact almost everyone thinks this is what it does first time. ericw has explained how to get the effect you want, but I thought I'd explain what the trigger_teleport flag is for. It disables the ambient (looping) sound that you hear when you are getting near a teleporter pad. 
Big Thanks~ 
Thanks for letting me know about those common features and now everything seems working just fine* it is good thing that the interface in TB2 also has hint messages when hovering those flags. 
 
From reading ericw's post it sounds like AD can simply spawn monsters on demand. If so, this may be a better option for what you want to do instead of teleporting them in from somewhere else. 
So... 
How are the cool kids capturing for youtube upload nowadays?

Fraps? 
Qc Details 
Look the screenshot

What I need to change in the value "other.items2"? In general what I need to change with the unknown values in the compiler?

(If qc is so hard to me, who knows about who can help me to doing a HUGE progs.dat 
Ijed 
I use Nvidia Shadowplay to capture game screens. I would probably use Bandicam, OBS, or the like if I used ATI.

Fraps always works but I find it to be so resource heavy. 
Qc Details 
you have to define/declare other.items2

there is no hipdefs.qc on your progs.src screens

or just put this
// have to use a new items flag because we ran out of bits in the original
.float items2;

inside your defs.qc (to the very bottom of the file) 
Textures In-The-Raw 
Much as I love a good google search, my efforts are proving fruitless for what I am hunting for. Does anyone know of a place to download all quake textures in a raw portable format such as png, jpg, tga, etc. 
TexMex Can Export To Jpg And Tga 
Just open wad, select all textures, then file -> export 
Ah, Great 
Easy sneezy 
#16690 
oops, I removed that hipdefs.qc 
Digs 
A small search for how to create ent files for quake ended here
Why Enemies Didn't Get Hurt By Gas/poison/fire, If They're Not Angry? 
I use Arcade Dimension mod, using quakespasm engine. I made gas trap and placed the enemy near to it, let assume it is fixing it or something. I use button to activate it, trap starts shooting its gas/poison/fire but enemy doesn't get hurt, how to deal in this situation? I also used button that can be fired by shooting it, enemy reacts to a noise and turns around and dies to that trap. 
Big Problem 
I've found that MHColouredLight(light.exe) does NOT work under win98se ! @#gulp#@

error: light.exe requires newer Windows version

Other light.exe(with colour) ?

thank 
 
Really you are gonna post that?

And if your only computer is a Windows 98 computer ... don't you think you have more pressing problems than whether or not MHColorLight will run on it. 
Sv_touchlinks: Next != L-Next 
What?

Fitzquake only problem? 
Hmm.. 
Sv_touchlinks: Next != L-Next

Well, I had to go back five revisions before I found a copy of the map where that odd message doesn't pop up.

It looks like it started when a specific door was added or the direction it opened was changed. What's really strange is that the message appears when I touch the trigger for a completely different door which has been in the map and working fine for years.

Another funny thing is that it doesn't happen every time. I can reload the map and go through the exact the same way and about half the time there's no message.

I'm pretty sure I've never run across this before. If it actually is just a Fitzquake bug, I wonder if I should just ignore it. 
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