(Thanks For Previous Answers + More Questions)
#16676 posted by NewHouse on 2016/07/20 14:51:00
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?
#16677 posted by Rick on 2016/07/20 16:30:00
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
#16678 posted by NewHouse on 2016/07/20 17:36:18
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
#16679 posted by NewHouse on 2016/07/20 17:54:29
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.
#16680 posted by Rick on 2016/07/20 17:59:31
"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
#16681 posted by ericw on 2016/07/20 18:22:57
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
#16682 posted by Preach on 2016/07/20 19:40:31
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~
#16683 posted by NewHouse on 2016/07/21 01:06:42
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.
#16684 posted by Rick on 2016/07/21 03:06:34
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...
#16686 posted by ijed on 2016/07/22 22:40:31
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
#16689 posted by mjb on 2016/07/23 02:09:54
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
#16690 posted by spy on 2016/07/23 07:32:41
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
#16691 posted by Qmaster on 2016/07/23 17:01:18
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
#16692 posted by czg on 2016/07/23 17:26:58
Just open wad, select all textures, then file -> export
Ah, Great
#16693 posted by Qmaster on 2016/07/23 17:28:29
Easy sneezy
#16690
oops, I removed that hipdefs.qc
Digs
#16695 posted by madfox on 2016/07/25 05:25:06
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?
#16696 posted by NewHouse on 2016/07/25 19:23:23
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
#16697 posted by komagame on 2016/07/25 20:22:34
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
#16698 posted by Baker on 2016/07/26 01:49:34
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
#16699 posted by Rick on 2016/07/26 02:55:26
What?
Fitzquake only problem?
Hmm..
#16700 posted by Rick on 2016/07/26 07:19:48
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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