Func_wall
#161 posted by Preach on 2008/08/14 20:53:47
The trick here is to start with a func_wall, not a func_door. Add the following keys:
touch door_fire
state 1
speed 100
pos2 'x y z'
owner *edictnumber*
where pos2 a vector describing the offset that you want the door to move by, '0 0 128' makes it open upwards by 128 units. You need to set sounds using the noise1 and noise2 fields, and precache those sounds elsewhere. The wait and speed fields work as before.
One weird trick you can do with this set-up is to set pos1 to a different vector. Then when your door closes, it will go to a position offset from it's original location by the value of pos1. There might be one other nice thing you can do, but I haven't quite worked out the details yet, will post later if anything comes of it...
Cool
#162 posted by negke on 2008/08/14 21:10:33
While you're at it, how does one make a secret door that moves up first, then in the specified direction?
Addendum
#163 posted by Preach on 2008/08/15 01:11:53
I should have added to the above post that *edictnumber* needs to be replaced with the actual edict number of the func_wall - in other words you need to make the func_wall its own "owner".
To make a secret door move up first, and then in the direction specified, I think that setting the SECRET_1ST_DOWN flag and then setting the third component of the angles vector to 180. Remember that map editors only give you y axis control(apart from the up/down hack) in the angles field so you'll need to put this angle in with a text edit.
The aim of this is to set the angle such that when you perform makevectors on the angle, the V_UP vector points downwards. Since the first two components specify the V_FORWARD vector, I'm pretty sure the last one then just rotates the V_RIGHT and V_UP pair about that vector. If the angle has no pitch(x component) then V_UP is straight up when the roll(z component) is 0. It makes sense that changing that to 180 would invert it.
Owner And DP
#164 posted by negke on 2008/08/15 14:52:34
It seems the owner hack doesn't work in DP - at least with my button-gugattack setup.
Check
#165 posted by Preach on 2008/08/15 15:22:39
Are you use that you've specified the correct entity number? It's not a hack per se to make something the owner of itself, that's what a regular door does as long as it's not linked to any other doors. The only hack is specifying a number in an entity field.
My Bad
#166 posted by negke on 2008/08/16 09:45:22
I guess the way I used it doesn't work in any engine. I had the edict number of a shootable button assigned to a Gug in order to prevent him from accidentally fire it with his bile attack. It seemed to work in BJP but I just tested it again and in fact it doesn't.
Ownership
#167 posted by Preach on 2008/08/16 11:12:03
That's because the gug's bilebomb will have a different entity number than the gug itself, and so the number in the button won't make any difference. There's no hierarchy of ownership in quake, if A owns B and B owns C, then A and C can still collide. In addition, blast radius attacks still hurt the owning entity, the main idea behind the ownership is so that the projectile can be spawned inside it's owner without it blowing up from the contact. It's actually quite a neat way of preventing out of bound glitches with the projectiles.
How To Do #101 In Reverse?
#168 posted by Lardarse on 2008/09/10 22:56:21
And by that, I mean an ambient_drone from off to on. Any ideas?
#169 posted by Omus on 2008/09/11 00:48:30
You obviously tried swapping the sounds around from that same solution?
Umm...
#170 posted by Lardarse on 2008/09/11 05:35:05
Let's just blame that one on lack of sleep, shall we?
Turning On Ambient Sounds
#171 posted by negke on 2008/09/11 09:19:18
Works with the standard sound hack.
A trigger with "use" "train_wait" and "noise" "ambience/drone6.wav". It will start looping the sound after being fired (the sound has to be precached). Afaik, turning it off again is not possible, though.
Don't Forget
#172 posted by necros on 2008/09/11 09:24:09
once the player moves out of range of the new sound, it will no longer be looping if the player goes back into range.
it's unfortunate, but afaik, there is no way to have a true ambient sound be customizable. it can only be hard-coded. :(
Hmm...
#173 posted by Lardarse on 2008/09/11 18:13:55
Surely you can use trigger_relays to force the ambient to start every 5 seconds (or at some multiple of it's length). Sounds a little bad if you hear it suddenly start, but it will keep it playing...
But...
#174 posted by metlslime on 2008/09/11 20:56:02
you get clipping artifacts when the sound restarts, since even if you made the sound loop perfectly, quakec is not going to reliably time the cut at exactly 5000ms or whatever.
Necros
#175 posted by negke on 2008/09/12 10:29:06
It does keep looping infinitely regardless of where the player goes.
Preach
#176 posted by negke on 2009/02/11 16:46:45
#16 - How does that work exactly; could you post an example entity? Is it also possible to override a monsters existing th_missle function, e.g. to let scrags shoot voreballs and hellknights shoot Chthon etc?
No
#177 posted by necros on 2009/02/11 19:12:10
because the th_ functions are set in the monster spawn functions. you'd have to 'build' the monster you want from scratch and then modify from there.
#178 posted by Spirit on 2009/02/14 12:09:25
"build" in quakec or in a .map hack?
Is It
similar to how does one build a killable Chthon with info_notnull hackery?
http://forums.inside3d.com/viewtopic.php?t=475
Spirit
#180 posted by necros on 2009/02/14 19:29:29
i was referring to the post a little while ago about building a monster with an info_notnull
Megahealth - More Than A Short-lived Pleasure
#181 posted by negke on 2009/06/14 17:11:40
As we all know, having large amounts of health can never be wrong, but unfortunately the Megahealth item doesn't like us to be enjoy our surplus very long. Time to change it:
"classname" "info_notnull"
"origin" "# # #"
"think" "PlaceItem"
"nextthink" "0.2"
"touch" "health_touch"
"healtype" "2"
"healamount" "100" // up to 250
"maxs" "32 32 56"
"model" "maps/b_bh100.bsp"
"modelindex" "#"
"noise" "items/r_item2.wav"
"targetname" "mh"
"killtarget" "mh"
"delay" "0.1"
Now, what's so special about this? The killtarget actually prevents the item from rotting down to 100 like normal Megahealth packs do. This way, nothing will be wasted if one doesn't engage in battle immediately.
You could also do this at map start, for example, by creating an info_notnull brush entity with the same fields except "maxs", "model" and "modelindex", and changing "think" to "InitTrigger"
Doom-style Backpack Full Of Ammo
#182 posted by negke on 2009/06/14 17:26:43
A neater way (for some situations, e.g. secrets) of using the BackpackTouch hack mentioned earlier in this thread:
"classname" "info_notnull"
"origin" "# # #"
"think" "PlaceItem"
"nextthink" "0.2"
"touch" "BackpackTouch"
"model" "progs/backpack.mdl"
"modelindex" "#"
"ammo_shells" "20"
"ammo_nails" "50"
"ammo_rockets" "10"
"ammo_cells" "25"
This will create a backpack that looks and behaves exactly like those the monsters (or players in DM) drop. Of course you can also put some weapons in, with "items" "#" and "netname" "Weapon name". Just don't squish the sandwiches, though.
#183 posted by JneeraZ on 2009/06/14 18:44:18
Ooh, love the backpack idea! Neat stuff, negke!
Neg
#184 posted by necros on 2009/06/14 21:42:30
couldn't you just killtarget/target a regular MH pack? why does it have to be a notnull for the trick to work?
Necros
#185 posted by negke on 2009/06/14 22:30:05
Indeed you could.
The info_notnull just lets you set custom heal values.
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