Coloured Light ~ Switch On/off
#20021 posted by
madfox on 2019/01/07 23:19:08
I have a room with two lights.
One is coloured, the other one not.
When I add a button I can switch the white one on/off,
if I switch the coloured one nothing happens.
Is this preordered?
#20022 posted by
digs on 2019/01/19 08:32:11
Can't output centerprint message if activator is not "player" in standart progs.dat (trigger_relay or other). Is there any way to do this?
#20023 posted by
Spud on 2019/01/20 03:47:03
Set an enemy | 1 key/value field on the trigger sending the message. In singleplayer, the player is always edict number 1 (worldspawn being 0), and the entity being activated should still consider the player its enemy, thus sending the message properly- at least in my experience. Note that this only works in singleplayer, as MP will have different edict numbers for different players.
@Spud
#20024 posted by
digs on 2019/01/20 06:03:23
I understand your idea, it is interesting, but it does not work for me. The event sends a monster. I added him the property "enemy" "1". He is killed by a Vore's shell. But the message is not displayed.
I looked at the source code.
void () monster_death_use =
{
...
if (! self.target) return;
activator = self.enemy;
SUB_UseTargets ();
};
Only a number is assigned here. But elsewhere the entity is verified.
if (activator.classname == "player" && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
How can this work?
#20025 posted by
digs on 2019/01/20 08:21:18
And I have another problem. If I set "enemy" "1" for a monster, then his stops seeing me
Suggestion For Digs
#20026 posted by
Preach on 2019/01/20 19:05:51
Hi Digs,
I think you can use the following hack to get your message to display:
https://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/
Use this hack to create a trigger with your message, which gets spawned when the Vore dies. You'll need to make sure that the trigger is so big that the player will hit it straight away - why not make it the size of the whole map!
@Preach
#20027 posted by
digs on 2019/01/21 03:39:25
Thank you very much! This is a very interesting decision. I will try to use it in the future when the opportunity arises. But I already sent the map for which it was necessary. Therefore, now only the next time. Thanks again
Anyone Using Linux To Map ?
#20028 posted by
vossk on 2019/01/26 14:17:04
And would point me in the right direction for tools of the trade, wanted to start making maps for a long time, just lurked around for almost a year...
@vossk
#20030 posted by Razumen on 2019/01/28 07:19:35
Trenchbroom is available for linux:
https://github.com/kduske/TrenchBroom/releases
As well as EricW's compilers:
https://ericwa.github.io/ericw-tools/
I don't use Linux, but this is what I'm using currently for mapping and am pretty happy with it.
Unreal Engine Question
#20037 posted by
starbuck on 2019/02/03 17:49:52
Does anyone have a pipeline going from Trenchbroom to unreal engine 4? Or failing that, is there a good way to “map” in unreal engine 4 in a vaguely “quakey” manner?
Starbuck
#20038 posted by
Esrael on 2019/02/03 18:49:55
Don't have any experience with it myself, but you might want to check out HammUEr:
https://nte.itch.io/hammuer
#20039 posted by
muk on 2019/02/04 00:03:20
HammUEr will be your best bet, me thinks. I havent used it personally but it very much seems to be worth the money.
HammEUr
#20040 posted by
starbuck on 2019/02/04 10:35:57
That’s a terrible name for something that looks really good. Thanks! Will look into it.
How To Change A Q2 Map's Gravity By Hitting An Ingame Button / Trigger
#20042 posted by Chronus on 2019/02/23 17:30:13
Is there any resource that could help me find a way to change gravity in Quake2 midmap? Either a tutorial on how to create such a custom entity, a way to alter the existing trigger_gravity in order to affect players as well, or some other way?
Thanks
TrenchBroom For CTF Maps?
#20043 posted by Thoth on 2019/03/03 22:43:30
I'm trying to make a Threewave map. Does anyone know where to find the FGD/DEF files for use with TrenchBroom or another Level Editor? They don't seem to be anywhere.
Open A Door Using A Key
#20044 posted by Tez on 2019/03/03 23:25:46
How would I create a door that rises upwards when activated by a key? I am using Trenchbroom 2.