#20055 posted by Spud on 2019/03/04 11:54:55
I hope you stub your toe on your dumb button.
Yup.
#20056 posted by Shambler on 2019/03/04 12:17:50
Then it will trigger the relay and remove the func wall. Unlike your essay of code, god knows what all that does, maybe someone else can read it and summarise for me.
From The Quakelab - Exploding Walls
#20058 posted by madfox on 2019/03/04 18:31:01
Here's a file passed the BBS -
Exploding Walls v1.0 from The QuakeLab
6 okt 1996.
It is a nice example of exploding walls.
exploding walls
Have Fun With It!
Func_wall Suggestions
Thank you kindly for the suggestions, folks! I'll sink my teeth into it ASAP and I'll be sure to upload a version for testing when it shapes up a little more.
@spud
Why not a trigger once under a false floor (beneath the explosion) with health set instead of all that?
#20061 posted by Spud on 2019/03/04 22:14:20
No real reason other than autism, I guess. Or that trigger_onces don't take damage from explobox explosions. There's a thousand ways to accomplish the same thing, I just went with the trigger setup out of lack of knowledge for what triggers and buttons would do when in floors, behind geometry, inside the button, etc.
Heh
trigger_onces don't take damage from explobox explosions
duh me
Spud You're Scaring The Children
#20064 posted by ww on 2019/03/06 14:34:58
A trigger_once inside the explodobox will suffice
Hide The Children.
#20065 posted by Spud on 2019/03/07 01:26:17
Trigger_once doesn't take damage from the explodobox. Keep up, man.
Kept Up
#20066 posted by ww on 2019/03/07 17:58:49
Quick test shows it working here
#20067 posted by Spud on 2019/03/07 19:39:12
You got a copy of the .map you can upload? I tried it multiple ways and no matter what, the trigger wasn't hurt and required being shot by the player separately, even when it's buried inside the box itself and should be at ground zero of the explosion.
I Tested Earlier Also...
#20068 posted by damage_inc on 2019/03/07 20:46:40
I had same results as Spud. As he and others posted, explodbox did no damage to the trigger.
Map+bsp
#20069 posted by ww on 2019/03/07 21:09:22
#20070 posted by Spud on 2019/03/07 21:54:12
Strange, I'm using what should by all means be the exact same setup and it doesn't work. I thought maybe it was related to entity order but my test has the explobox listed before the trigger_once, just like you do.
Very Strange
#20071 posted by ww on 2019/03/07 22:37:53
You can compile the map I uploaded and it works?
How Do I Make Movers In Quake (Darkplaces)?
#20072 posted by Devil Master on 2019/03/07 22:53:15
The only id Tech-based game I've ever mapped for is Prey. I like its way to manage movers from its scripting system, where triggers call a scripted function that specifies which movers will have to move, in which direction, how long the movement must take, how many degrees they must rotate...
With the recent news of 3DRealms releasing a Darkplaces-based FPS soon, I started using GTKRadiant to map for Darkplaces. While the process of building the architecture for a level is quite similar to Preditor (because Preditor was based on GTKRadiant), there is no func_mover to select. So how do I add moving brushes in Darkplaces levels?
@ww
#20073 posted by Spud on 2019/03/07 23:00:54
Yeah, compiled it using ericw's tools and it worked just fine, player_start health buffer and all.
Devil Master
#20074 posted by Kinn on 2019/03/07 23:04:35
This will be specific to the Wrath gamecode, not the DP engine code. For now, just mackle up placeholder movers using the vanilla Quake progs, using func_door, func_train or whatever, and then when 3DR release a dev kit for their game you'll have to convert your placeholder movers over to whatever system they are using.
Movers In Darkplaces
#20075 posted by Devil Master on 2019/03/08 00:20:56
Oh. Then, I imagine there's no guarantee it's even gonna be possible to use something similar to Prey's movers, because 3DRealms had made a big deal about making everything with QuakeC, for authenticity's sake.
Which leads me to ask another question: is it possible to use QuakeC to move around models (e.g. .md3 models) instead?
Explode Box Damages
my trigger_once - no problems.. I set the health to 2, put the trigger inside (and outside) the box... works fine.
Func_wall Question Closure
Ladies and Gentlemen, you've truly gone above and beyond to satisfy my question, and I appreciate it very much.
TL;DR - So far, so good!
I tried trigger_once outside of my explobox, mostly satisfied, but in 1% of my playtests, a monster would trigger it and the wall sequence would fail.
My .map currently has a shootbutton underneath the explobox and it has triggered as intended in 100% of playtests so far. Today, I realized the button is making the typical button sound, and I'd rather not have that.
I'll try the trigger_once INSIDE the explobox, thanks again for the stream of suggestions. If I can't get it to work, I'll fall back to the button and accept the additional sound effect.
I just noticed there was further discussion about my question, so I felt the need to chime in. I do intend to post my map eventually, but it's my first "complete" map. I don't want to spam your board with numerous iterations of this cornball, amateur, mess of polygons.
@-newflash
#20079 posted by madfox on 2019/03/15 15:06:20
#20058: closed wall that explodes, no matter how many monsters walk aside.
Just reset the path_corners somewhere behind the surface, or they will z-brush.
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