#17547 posted by Naitelveni on 2016/11/21 23:03:31
http://i.imgur.com/pKWhdok.jpg
personal teleporter works just fine but monsterteleporter doesnt. xLarve, you need to give me more basic instructions than that.
#17548 posted by skacky on 2016/11/21 23:06:13
It's very simple:
Put a monster somewhere, preferably in an unreachable room.
Put a trigger_teleport around it, give this trigger_teleport a name and target an info_teleport_destination so your monster can get teleported.
Put a trigger_once somewhere in your map and target the trigger_teleport.
Once you cross your trigger_once the monster will teleport to the designated info_teleport_destination.
 Teleport
#17549 posted by mjb on 2016/11/21 23:06:22
You do not use a path corner for the teleport target.
Use info_teleport_destination point entity.
This is what needs to be targeted by the trigger_teleport.
#17550 posted by Naitelveni on 2016/11/21 23:18:45
Great success!
 How Do I Create This?
#17551 posted by Naitelveni on 2016/11/21 23:28:52
Heres my idea for an encounter in my room. You shoot a button to lower a lift that contains a silver key, shooting the button teleports a bunch of enemies to you to deal with and the lift lowers down very slowly.
#17552 posted by skacky on 2016/11/21 23:33:15
Just give your lift and your few trigger_teleport the same targetname, and have the func_button target them. Obviously each trigger_teleport will have to target a different info-_teleport_destination, otherwise you'll get telefragged monsters.
#17553 posted by Naitelveni on 2016/11/21 23:37:46
Thanks skacky!
how do i create the lift so that it only goes down once and does not return back up once the player walks ontop of it?
#17554 posted by skacky on 2016/11/21 23:41:17
You can make it a func_door with a down angle and with a wait value of -1. It opens and stays open. You'll need to calculate a proper lip value to get it to lower exactly where you want it though.
#17555 posted by Naitelveni on 2016/11/21 23:53:00
The door angle is now set for the horizontal plane, how do i set it vertically? So it will go from top to bottom.
#17556 posted by skacky on 2016/11/22 00:01:16
Set the angle value to -1. -2 is up.
 Exporting Maps To A BSP Format In Trenchbroom
#17557 posted by TyrantFromHell on 2016/11/22 00:14:43
Okay, Just Downloaded Trenchbroom And Already... Alright? At It But I Have One Problem. When I Save A Map It Saves As A .map File, Normal But How Do I Make It A .bsp File Im Looking For A Export To BSP File Button But Cant Find One Please Help.
P.S. I Think I Look Like An Idiot XD
#17558 posted by Naitelveni on 2016/11/22 00:15:14
Its all working very nicely now, thanks.
What would i do if i wanted to make like an arena type of situation where the enemies would appear in waves, lets say in 10 second intervals.
I could make the arena so that there are multiple platforms, the slowest one has the key and faster ones have health and ammo pickups! >:D
holy moly my map is going to be cool!
#17559 posted by skacky on 2016/11/22 00:25:26
You'd have to use a bunch of trigger_relay for that, with a delay value of 10. Each trigger_relay would target a few trigger_teleport.
 TyrantFromHell
#17560 posted by Naitelveni on 2016/11/22 00:27:19
1. For exporting map into .bsp download this into your computer: https://ericwa.github.io/tyrutils-ericw/
2. then extract them inside your id1/maps folder
3. Create a text file inside your mapsfolder and type this in the text file:
qbsp.exe mapname.map
light.exe mapname.bsp
vis.exe mapname.bsp
4. save the text file mapname.bat
5. now open maps folder in windows and press down shift, then right click. Select command prompt and type in mapname
this will "compile" the map.
6. start quake and in console type: map mapname
 TyrantFromHell
#17561 posted by Naitelveni on 2016/11/22 00:28:35
oh yes and remember to save your map inside the maps folder!! :)
#17562 posted by Naitelveni on 2016/11/22 00:30:40
Skacky, Do i set trigger_relay inside trigger_teleport?
 Huh
#17563 posted by skacky on 2016/11/22 00:35:52
Why would you do that? The trigger_relay entity doesn't physically exist in game, you can put it anywhere you want as long as it's not out in the void (in which case your map will leak).
 Skacky
#17564 posted by Naitelveni on 2016/11/22 00:41:03
I thought it was an attribute i give to the trigger_teleport. Im still very new at mapping.
#17565 posted by skacky on 2016/11/22 00:43:43
Ah, I misunderstood. No, the trigger_relay is a separate entity entirely (it's a point entity).
 Ermahgerd!
#17566 posted by Naitelveni on 2016/11/22 00:47:13
Skacky, you are the best!
it worked perfectly!
#17567 posted by Mugwump on 2016/11/22 04:23:36
P.S. I Think I Look Like An Idiot XD
Nope, only like a n00b. However, Capitalizing The Initials Of Every Single Word Is Indeed Pretty Idiotic, so you may want to refrain from doing that... ;)
 Teleport Target
#17568 posted by Qmaster on 2016/11/22 16:26:02
Incidentally, you don't have to target an info_teleport_destination. So long as the target is a point entity, you can target it.
For instance, you could have a room with no ammo and a button. Run past the enemies and push the button. Then have teleporters target each of the enemies and telefrag monsters on top of them to kill all the monsters. Yes monsters can act as a teleport destination. Heck you could even use a light as a teleport destination.
#17569 posted by Naitelveni on 2016/11/23 17:41:53
Hey, i just realized that in quake you use keys only once, so now i need to create a door that opens with delay. My first attempt was to create a trigger_relay with the delay "45" and then target the the door.
It did not work. How do i create this scenario?
for recap:
-I have button that has target: A
-Targetname:A are the platform that lowers(carrying the key), teleport that instantly teleports 5 zombies in different locations, Trigger_relay that has delay of 10 that releports a shambler and another trigger_relay that spawns 5 knights after 15 delay. This all works nicely but the door does not work.
P.S. Also a more embarresing question about my rash downstairs, no im kidding the embarresing question is: how do i create a shootable button?
 Button
#17570 posted by mjb on 2016/11/23 17:46:21
For your last question:
Give a func_button a key called "health" with a value of "1" or whatever amount of damage you want it to endure before activating.
#17571 posted by anonymous user on 2016/11/24 10:20:45
Naitelveni, for example - im opened map e3m7 - secret level- this is small and good map - and there is monster which teleported.
each mosters placed in seperately very small rooms. In rooms placed unique trigger_teleports with connecting for each yourself unique info_teleport_destination. Make trigger_once - connect it to trigger_teleports
|