Need Help With Platform And Triggers
#20618 posted by
eXeler0 on 2020/11/12 22:08:28
Howdy strangers,
I'm trying to set up the following (I use Trenchbroom, target is fairly vanilla Quake map, no mods needed):
I want a platform to wait at the, lets call it, bottom floor. The player is at a higher elevation, lets say second floor.
Then, once you kill a certain monster (targets the func_plat) up there on the second floor, it triggers that platform on the bottom floor to go up to the second floor. On the platform, one monsters stands and rides along with the platform. Once you kill this monster you are able to trigger the platform to go down to the bottom floor again.
How do I set this up.
I thought I'd do it with a simple func_plat, 2 path corners, have that func_plat wait at the bottom, then move it up but I just cant make it happen the way I described.
Any hints, tips would be appreciated. Thanx
#20619 posted by
metlslime on 2020/11/12 22:37:33
I think if you make it a door, set it to toggle, and both monster's deaths target that door's targetname. This assumes you must kill the monsters in a specific order.
@eXeler0
Reminder that func_plat and func_door do not use path corners. Take a look at part 3 of my entity tutorials for more info on toggling doors and using func_doors for plats.
https://youtu.be/TQ8MN8V0JuE
"sv_startsound: Not Precacheed"
#20621 posted by
huanlopan on 2020/11/15 01:17:55
I followed this guide by Preach on forcing the player's weapons out of their inventory:
https://celephais.net/board/view_thread.php?id=37116&start=70
and it works, it's just that upon hitting the door made to remove everything, that message appears in the top left corner and the console. I really don't want it there. What do I do?
#20622 posted by
huanlopan on 2020/11/15 01:46:17
And just for clarification, I also implemented the extra info_notnull that forces blank lines in the console, getting rid of the message, but I'd rather know and deal with what's causing the sv_startsound error.
W_Precache
#20623 posted by
madfox on 2020/11/15 05:16:27
Sv_startsounds is a commen error when modding for quake. It are the first lines in the weapons.qc that precache sounds under void()W_Precache. They are used for the weapon sounds.
If you realy hate it, find the used sound and precache it right.
#20624 posted by
huanlopan on 2020/11/15 05:38:11
^Sheeet, that's a hair over my head for now considering I've already bandaged it. I'll deal with it later, thanks for letting me know what was up nonetheless.
@huanlopan
#20625 posted by anonymous user on 2020/11/15 06:08:53
Add noise1, noise2, noise3 & noise4 fields and set them all to "misc/null.wav"
Texture Is Wonky?
#20632 posted by Bloodfury on 2020/11/30 18:59:33
Hi guys.
Is there any way to fix x an y axis in UV editor.
For some reason the texture in my 45 degree face is
sheared.
Texture Is Wonky?
#20633 posted by Bloodfury on 2020/11/30 18:59:33
Hi guys.
Is there any way to fix x an y axis in UV editor.
For some reason the texture in my 45 degree face is
sheared.
Bloodfury
#20634 posted by
metlslime on 2020/11/30 19:08:02
If it is angled on more than one axis, it might not be solvable in standard quake map format.
However, in Trenchbroom you should be able to solve it in "Valve Texture Mode"
Texture Is Wonky?
#20635 posted by Strihon on 2020/11/30 19:11:36
https://imgur.com/oaU4jd5 here is a pic to clarify.
Texture Is Wonky?
#20636 posted by Bloodfury on 2020/11/30 19:20:34
How do you do this in valve format?
Texture Is Wonky?
#20637 posted by Bloodfury on 2020/11/30 19:22:02
And how can one change the map format afterwards?
I tried to copy and paste the map to a new valve format map but the editor states an error.
Could not parse clipboard contents: At line 1, column 1: Expected '{', but got string (raw data: 'Texture')
#20639 posted by Strihon on 2020/11/30 19:50:10
Thank you!