
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.