Slime No Longer Damaging Player
#16889 posted by Qmaster on 2016/08/24 18:35:58
Just throwing this out there.
*waterskip is ONLY for water. Adding *waterskip to any face of an otherwise *slime brush will cause it to be treated as pure water.
As an aside, you could create a secret path through lava.
Does anyone know if there is support for *slimeskip or *lavaskip in Tyrutils?
#16890 posted by mjb on 2016/08/24 18:40:01
As an aside, you could create a secret path through lava
Ooh, that's nifty!
Qmaster
heh that's actually relevant to what I'm doing. I'm not fussed about the slime damage though, it's only a small area.
here are the textures I'm using, they're the waterfall textures recoloured for slime.
https://dl.dropboxusercontent.com/u/108695968/slimefall.wad
I Have A Semi-solution
In the same area as your water texture, make a trigger_hurt.
Add a property to the trigger_hurt titled "self.solid" with a value of "SOLID_NOT"
(quotation marks unnecessary)
The downside is that envirosuits won't protect you from the damage using this hack.
You can also mimic the death message of the slime using this method.
Scratch That.
it already has that property.
/me reinvents the wheel.
Random Toggle
#16894 posted by Preach on 2016/08/24 19:56:02
So, any advice? Is this entity just bugged?
Yup! Good catch. Interestingly, this is a variation on the issue that NewHouse was experiencing with empty killtarget fields a few weeks back. Only trouble is that the progs is setting the blank killtarget field, and there's no way around it.
For now, you might have to stick to using it without the toggle spawnflag (which was added as an afterthought and not tested well enough). There is a way to emulate the toggle behaviour with a few additional entities:
Have the info_logic_random target a func_togglewall on and off. Place an info_logic_inopen inside the togglewall with target "monspawn2_a", and an info_logic_insolid inside with target "monspawn2_b". Then, when you want to make a random branch, trigger the info_logic_random, followed by both the info_logic_inopen and info_logic_insolid. To trigger things in a specific order, simply target the first one using the "target" field of the instigator, and the second using "target2".
#16895 posted by PRITCHARD on 2016/08/25 01:01:53
Thanks for the confirmation and advice for a solution. Hopefully people will find it in the future when searching the thread!
Unfortunately the issue is no longer relevant for me, I ended up trying a few different options and settled on the monsters targetting their spawner when they died instead. But in between that, I experimented with using the min and max damage range of the info_trap and different health values for the trigger_multiple, which had a similar effect to what I wanted if I set one up for each spawner. Sadly it made the encounter either too spammy or too full of dead space and so I dropped randomness entirely.
Lighting Techniques (using Tyrutils-ericw)
#16896 posted by NewHouse on 2016/08/26 00:39:10
Is it possible to make the core of light different color by placing multiple light entities in same spot? I'm using delay 2 in this case, and was thinking of using 450 - 300 light value, but putting different wait values for each entities that are in exact same position. But so far I haven't anything like that, maybe the intensity of other lights will wash off what I'm thinking, or maybe that's not even possible. I'm was thinking of nice a bit cyan color as a light core, and then it gets milder yet changes color more to steel blue and last 3rd would be almost white color. That way I could make colors pleasant to look at but not making basic gameplay harder.
Just wondering, because I know you guys are better with technical knowledge and stuff. I will continue testing, not sure will it lead anything.
Yep
#16897 posted by ericw on 2016/08/26 00:52:26
you can stack multiple lights, just be aware that they will both add together in the central core.
Thanks
#16898 posted by NewHouse on 2016/08/26 01:06:15
There seems to be also different kind of light entities.. globe, light, marsh, fluoro.. best way to see results, might be just trying each of them how they look. Is it fine to try out multiple types, or are there limitation or error from using too many types and so on?
#16899 posted by NewHouse on 2016/08/26 01:09:07
I guess those are almost the same as normal Light, light seems to act same way.. maybe those has different attributes or something then.. globe seems to have a sprite ball or something, and marsh has bubbles effect.
Light Entities
#16900 posted by PRITCHARD on 2016/08/26 01:50:51
The various light entities mentioned above are all just the same as a regular light, except that they also have something else attached to them, like a model, particle effect or sprite. You won't be able to achieve any different visual effects in regards to color or attenuation/dynamic properties with them.
#16901 posted by lpowell on 2016/08/26 08:02:17
Is there a way to get multiple sky textures into a certain map? I want to use a regular sky texture once but also have some void bits. So far I'm just using a non-sky black texture for the void, but it doesn't absorb shots like a sky texture does.
I do know a partial solution for Quoth only: a trigger_void brush seems to absorb projectiles, but does *not* absorb shotgun blasts for some reason.
#16902 posted by lpowell on 2016/08/26 08:30:36
Something did just occur to me: just put black func_illusionaries in front of the actual edge brushes. Bullets would disappear through them.
Carry on (though it wouldn't hurt to hear other ideas!).
#16903 posted by PRITCHARD on 2016/08/26 08:43:20
As far as I know, it's not possible for most (all?) quake engines to load multiple skyboxes/textures at the same time; which one is used will be determined by whichever was defined last.
#16904 posted by Rick on 2016/08/26 15:50:48
There might possibly be some trickery (QC code or hack) to get the sky to change, but in standard Quake you can only have one.
To get an all black sky just use TexMex to add a new all black sky to your texture wad. It has to be 256x128 pixels and the name has to start with sky
Quoth allows you to change the skybox through trigger_command. In most cases this is unfeasible, because skyboxes are larger files and can take a couple seconds to load, which would break immersion. However, the void skybox included with Quoth is tiny (it's literally six 16x16 images), and loading it through trigger_command is instant and seamless.
You can also use trigger_command to switch back to the regular sky texture by passing this command:
sky ""
Cool
#16906 posted by mjb on 2016/08/26 16:58:36
I did not know Quoth could do this...
You could go through a sky sight blocking tunnel or elevator to mask a sky change. I know that's a trick with changing fog for AD at least. Damn, that's a pretty nifty feature!
Multiple Skyboxes
#16907 posted by madfox on 2016/08/26 19:00:42
I construckted large spheres to turn as static entity. They're a bit wobbling, but create an option for more than one skybox.
#16908 posted by metlslime on 2016/08/26 20:50:46
you could make them rotate using the same model flag that rotates weapons, this way there is no wobble.
Didn't Think Of That,
#16909 posted by madfox on 2016/08/26 22:07:10
but I suspect the speed will be too high, concerning the weapon rotate.
I don't know of a way to slow it down.
The mdl tree goes to 240 frames, almost the maximum.
Slowing down the rotation with
{self.nextthink = time + 0.99;};
didn't haver the desired effeckt, only the decimal work, not the 0.01.
I could get no better result available than the youtube version.
Rotate Flag
#16910 posted by madfox on 2016/08/27 14:33:33
Is there a method for slowing down the flag that rotates weapons, or is it hard coded?
Get In Here Preach.
I tried ages to get something that works, be best I could do was change the initial angle.
But really, we all know who the person is to ask.
Be = The
apparently
Allah Djin
#16913 posted by madfox on 2016/08/27 18:10:56
I think it is hard coded, otherwise another dude had come up earlier with the idea.
|