#16826 posted by Mugwump on 2016/08/22 13:21:41
Thanks Bloughsburg. It can be a tough job sorting through all the bits and pieces scattered here and there to find THE thing that you need. Sometimes it's a lot easier and faster to just ask straight up. Kudos for the links, I'm sure they're gonna be tons of help.
Understand
#16827 posted by mjb on 2016/08/22 14:10:40
I understand what you mean, I was intially frustrated by the scavenger hunt one has to follow. At the same time, future mods and such are updated quite well.
In terms of AD or Quoth one just has to look at the entity definition file or a dedicated website tutorial for the latter.
If you need assistance, don't hesitate to ask and we will try to help you. Always nice to see new potential mappers!
Time For A Question Of My Own...
#16828 posted by PRITCHARD on 2016/08/22 14:55:32
I'm not very hopeful with this one, to be honest. It seems like everything in Quake obscures monster vision.
Basically, is there a way to make the quoth func_breakable "invisible" to monsters? I want an eddie to be able to shoot at the player through the windows of a room he's in, but of course he won't since he thinks they're solid walls.
I'm pretty confident this can't be helped, but I'd love to be proven otherwise.
Make A Func_illusionary
#16829 posted by spy on 2016/08/22 16:32:56
You're Out Of Luck
AD can do this just fine, but then you don't have an Eddie.
Just Try It.
#16831 posted by Graf Frag on 2016/08/22 22:42:18
with func illusionaries/trigger_once and health set on them/killtargeting alpha func_walls and some clever scripting which is prone to breaking for speedrunners and the like.
But i'm sure it can be done even in quoth.
#16832 posted by Mugwump on 2016/08/23 00:24:42
What's with everybody and their aunts adding Edies in their maps? The dude belongs in Q2, he doesn't fit at all in Q1 IMHO, not even in base maps. Quoth's lovecraftian monsters do, but they seriously need to be better animated.
Edward
#16833 posted by mjb on 2016/08/23 00:38:22
I like to use him as a mini-boss or key guardian. He fits well if you imagine the enforcer's and grunts engineering a secret weapon or so. Anything can fit if you build the story.
What I like about Eddie is that he can fit not only in Base but also otherworldly maps.
Inspiration
#16834 posted by Preach on 2016/08/23 00:46:02
Eddie
is a weird enemy, can't say I am too fond of him.
#16836 posted by Mugwump on 2016/08/23 01:02:00
It's true he's a tough opponent, I just wish he got a more suitable design that doesn't make me think I'm suddenly fighting Stroggs. BTW, it's Edie with one D, like the character in Iron Maiden cover artworks - his red optical device comes straight from Stranger in a Strange Land.
@Preach Yeah, I don't feel like these two look very quakey either. I'm more for full-on lovecraftian. If I get good enough at mapping, I'm thinking about making a full mod that would go this way rather than cyber.
#16837 posted by PRITCHARD on 2016/08/23 01:31:28
I'll admit that Ol' Ed is more "strogg" than many Quake monsters, but to me that seems preferable to including Shamblers or other enemies of that kind when making a base or otherwise "futuristic" map.
Besides, gore/horror is not exactly new to that theme. The Grunt is not obviously mutilated, but his texture has a decent amount of blood spatter and his lore claims that he's a mind-controlled drone of sorts.
Anyway, about that func_illusionary...
Yeah
#16838 posted by Preach on 2016/08/23 01:32:19
The thing is that Quake's a very broad church, and if you have very specific ideas about what you like, you shouldn't be surprised if people fail to conform to it.
Huh.
#16839 posted by PRITCHARD on 2016/08/23 01:34:06
Well, i guess my other post beforehand vanished into the ether.
I'll simplify it anyway. Is there any way to remove a func_illusionary? I tried giving it a targetname and killtargeting or targetting it, to no avail...
#16840 posted by metlslime on 2016/08/23 01:43:17
func_illusionary is converted to a static entity when the map loads, so it can't be killtargeted.
#16841 posted by PRITCHARD on 2016/08/23 01:45:25
Yet another roadblock :( are there any other brushes that monsters can see through?
#16842 posted by Mugwump on 2016/08/23 01:52:12
"that seems preferable to including Shamblers or other enemies of that kind when making a base or otherwise "futuristic" map." I beg to differ. Since base maps are overrun by Shub's forces who teleported in, all of the Quake bestiary can fit in. Granted, Shamblers are supposed to be some kind of high ranking officers in Shub's army and generals usually send cannon fodder on the frontline instead of going themselves, but base theme was designed to be used only as the starting point of an episode. We should move this discussion elsewhere, we're cluttering the thread with off-topic.
Pritchard
#16843 posted by mjb on 2016/08/23 02:18:31
You can use a func_illusionary and then change its classname to mapobject_custom. This allows it to be killtargeted.
Sage words from Preach the almighty.
I used this very trick on the jam 7 entry!
Quothhacks Are The New Maphacks
#16844 posted by PRITCHARD on 2016/08/23 02:39:27
Thanks for the tip! I'm away from my development PC at the moment, but i'll test and report back when I can.
Mugwump, I'll post in General Abuse I suppose.
Bloughsburgh (or Anyone Else Around)
#16845 posted by Mugwump on 2016/08/23 09:50:30
I've found plenty of useful info thanks to your links but this one eludes me: how do I set a brush to nodraw in TB 1.16?
Almost...
#16846 posted by PRITCHARD on 2016/08/23 10:47:47
Well, it's almost there. The monster sees the player through the mapobject_custom, but they don't seem interested in shooting them. They just try and path to them, which involves essentially rubbing their face up against the glass pitifully.
How did monsters handle your trick Bloughsburgh? I'd be interested to hear if they were more functional than mine.
#16847 posted by PRITCHARD on 2016/08/23 10:57:02
It seems to be caused by the trigger_once, if I move/remove it the monster will behave properly. :(
Close Enough?
#16849 posted by PRITCHARD on 2016/08/23 11:45:00
I have committed the mortal sin... Maphacks in a mod. But hey, i'll take anything at this point.
My solution to my own issue was to use this wonderful guide (which I am sure everyone is already familiar with) to build a trigger which activates whenever it's touched by anything, such as a nail from the monster or any other projectile, as well as when it's physically touched by the player.
This allowed me to work without the health value, which was what was making the trigger stop monsters from shooting.
Sadly, the trigger isn't activated by hitscan weapons such as the shotgun or lightning gun. I don't suppose anyone has any advice on fixing this, or will i have to settle for this in my map? I could bear it, it's already mostly working after all...
No Draw
#16850 posted by mjb on 2016/08/23 12:44:01
Mug, are you referring to the SKIP texture perhaps?
Any face with the SKIP texture will not be drawn.
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