News | Forum | People | FAQ | Links | Search | Register | Log in
Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
First | Previous | Next | Last
Re-post From Closed Thread 
Teleportation And Boss Gate Help
Posted by gillandro on 2019/08/23 19:33:24

Hi all,

I am trying to set up a gate to lead to a boss, i created a separate area for the boss to be in and can't figure out how to use a teleport function to send my player to the boss room... there doesn't seem to be many tutorials about boss room teleports... if anyone has any ideas... I basically have a set of stairs with a portal, just not sure how to make it a usable object to send my character to the other room. thanks.
 
 
answer:

a trigger_teleport pointing to an info_teleport_destination. 
@gillandro 
Take a look at this tutorial series, particularly the entity tutorials 1-4. 
Vids 
I have watched those but i wasnt sure about where in the entity spread sheet to put the target stuff or the target name parts....also in the “boss room” i place the boss entity in the map, but it doesnt show up when i run quake spasm....am i missing something there too? 
Easy 
Put an info_teleport_destination in your boss room. Give it a targetname.

Create a trigger_teleport brush and set the target field to the targetname of the info_teleport_destination above. 
Thanks 
I got that part now....only problem now is how do i set a door to open with a specific kill count, or if i choose to reaquire a dropped item to open the door? Thanks 
Re: Boss 
sorry hit submit to quickly

What boss are you referring to? Chthon or Shub Niggurath?

Those bosses require more complex setups so you should refer the original id maps to see how they were done.

Chthon is in E1M7.map and Shub N is in end.map

Sources here:

https://rome.ro/news/2016/2/14/quake-map-sources-released

Video about map sources here:

https://youtu.be/sg0iKjYsoBg 
Gillandro 
You should re-watch my entity tutorial on trigger_counter

https://youtu.be/1bRnCga0gNo?t=19 
Map Boss 
It was the red genie looking thing with the claws...and thanks for the video referral 
 
what are yo guys using to compile maps for q1 and q2? 
For Q1 
Stop The Train! 
To get over the time releasing my new map I'm creating a little jumping platform game where trains as platforms are running threw the screen.
I only have one problem.
How can I stop them from running? 
Whistle 
The last point for the func_train could be

"classname" ""path_corner"
"wait" "-1"

if you don't use it in your train path.

Other way would be creating a button that breaks the func_train with kill_target on the moment it needs to stop. Bad thing is it disappears. 
 
You could also use the progs_dump devkit that has the feature of pausing func_trains. 
@Whistle @Esrael 
@Whistle. Thanks for help but I need the trains as a floor.

@Esrael- I'm using progs_dump and thought to find that in the function. Is it a spawnflag or a trigger_function? 
Found It !!! 
Finaly found it after reading the manual the third time. Ahh
It's the retrigger-spawnflag.
Will test it after the weekend.

Thanks again Whistle and Esrael for your help. 
@GunSgtHighway 
The pd_lava map has an example of the RETRIGGER spawnflag if you want to see it in action. 
 
Does anyone know any good set of open source (CC0 or CC-BY) textures? I'm tired of using philipk's. 
Sock Has Some 
Sound Info 
I watched the video on entity properties but what i cant seem to find is a list of properties....i want to use an ambient thunder point entity in my map but not sure how to change the intensity of sound or frequency of its occurence thanks 
 
that industrial set was awesome. thank you. 
@dumptruck_ds 
Thanks.
The retrigger works great!
I made an mini episode with seven platform jump & run levels and am now fixing some map problems.
One of them is realy tricky. Sometimes there are two trains rolling in the same position but I can't find the second one in the editor. Do you now a way to find that brush? 
@dumptruck_ds Re:retrigger Double Brush 
So Ichecked out the brushes and theres no second.
It seems that this's a bug.
When the startingpoint of a train and the retriggerpoint of another train are the same, the second train has a ghost on the second position. 
@GunSgtHighway 
I'm currently helping dumptruck_ds with some stuff for progs_dump. I've taken a look at the train code, and I'm not sure what would be causing that problem. =( Is there any chance I could take a look at the .map file that's exhibiting this bug? If I could, I might be able to work out what's going on. 
1 post not shown on this page because it was spam
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.