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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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Ok Ijed 
 
Teleports When Falling 
Is there a way around this?

I had "safety nets" as trigger_teleports at the bottom of the map in case of player falls. The ranger just falls right through the trigger. Everything is linked as it should. Is this a known issue or is there a workaround for this? 
Okay 
Having said trigger_teleports with targetnames renders them to only shoot off when triggered. I was hoping I could kill them off as map progress happened. Oh well! 
Suggestion 
How about adding an overlapping trigger_multiple which activates the teleporter when the player touches it? 
Quoth-based Suggestion 
Alternatively, if you're using Quoth, you could use the targetname2 field to name the trigger_teleport, which won't change the behaviour of the trigger but will enable you to killtarget it. 
Preach Strikes Again 
That is exactly what I did last night, I just didn't want to triple post haha. That is what happens after "jamming" for many hours in one sitting I guess! The trigger_multiple works perfectly and since they area already in place, I'll just keep it that way.

It is nice to know someone would have came up with the solution if my brain didn't' attempt one final push last night! 
Another One 
Any way to killtarget a func_illusionary?

Want to pass through a transparent field that "turns off". I have the transparent field as a func_illusionary so I can pass through it.

I have a work around that uses a func_wall and the kill trigger is just a few units before passing through the field. At this point, I am just curious. 
Method In Quoth 
In Quoth, you can change the classname to mapobject_custom and it should work the same but with the ability to killtarget it. 
You Monster 
Again, works...no questions asked. Thank you, it is much easier than to do the func_wall hack.

Okay, on a roll another one:

Kill a play_sound? I searched and found to toggle a sound by playing a null.wav on the same channel, but what about flat out ending the sound.

Example:

Object emits a sound, if you pass through it the sound will stop. There would be multiple instances of this object throughout the map. If this can't be done it is not a big to do, I can work without it. 
Undocumented Feature 
What you need is a feature of play_sound_triggered which wasn't written up in the tutorial (until just now!). You need to set spawnflag 1 to make the sound toggle. You also need to set a wait value, so note the workaround in the article if you are using a sound file which loops by itself. 
Great 
Thanks Preach, that worked. Another hurdle I found is I need to trigger those sounds when semi-close to the source or it will cease to play. I remember that issue with the waterfalls way back when.

Easily done though. 
Fitzquakez Issue 
Hoping it fits in this topic.. I have to say that all Fitzquakes do not work with Minigl 3dfx drivers .
I need that because I play Quake on a rather old pc and need those extra-frames ! 
N00b Question 
Hey there, I'm currently finally learning how to map thanks to the awesomely user-friendly program that is Trenchbroom and I'm having trouble using Necros' compiling GUI. I've set my working folder to trenchbroom\maps and my output folder to quakespasm\id1\maps but when I compile a map, it stays in my working folder and isn't copied to my output folder, which prevents me from testing it right away. I have to copy the bsp into my game folder, run the game and then load the map all manually, which hampers my productivity and makes trial-and-error quite a chore. What am I missing? 
Map 
Did you specify your map file in the working folder? I don't have the program open right now but you need to tell the GUI the actual map file you are using as well...not just the path to where the map is located. 
Source Map 
It is under the source map section of the GUI, below the LIGHT section. 
 
Yes, the map name is specified in the source map section. 
Hmm 
Maybe check permissions on the map path?

Could you share a screenshot of your GUI setup? I can't pinpoint an obvious issue. 
 
Check permissions on the map path? I don't quite get what that means or where to look. I'm no computer whiz and I need things to be user-friendly. Also, currently my only internet is on my phone so it would be difficult to share screenshots. 
 
I think since Quake writes save games into its own folder that pretty much anything else should have access also. 
 
Also, could you just use the maps folder for the .map files in the first place? That's how I've always done it. Well, sort of. 
Maybe It's Not Copying It Because It Fails Vis Or Light? 
Copying to output destination is final step, maybe when it fails one of the previous steps, it never executes copy command and bsp stays in working directory?
Just a guess... 
 
No, no step failed AFAIK. Anyway, I uninstalled Trenchbroom, cleaned my registry of all TB entries, made another clean install of Quakespasm at the system root with only the engine and the pak files, reinstalled TB, Tyrutils and the GUI and now it works like a charm. Don't know exactly what happened but I'm suspecting that a mod screwed my previous QS install because I was also getting odd crashes when playing. Now on to mapping! Thank you guys for your replies. 
If On Windows 
Run as admin. J.A.C.K is known for not compiling properly without admin rights set. 
Wait I've Got It 
J.A.C.K. = Juicy Arsed Cock Knights ? 
Mugwump 
If you run into the issue again, and can reproduce it, I would appreciate a bug report. The compilation feature is still new and I wouldn't be surprised if there are problems with it.

Thanks for using TB. 
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