#20755 posted by
Text_Fish on 2021/09/17 23:24:46
Ah-well, thanks anyway Preach. Back to the drawing board!
#20756 posted by
Text_Fish on 2021/09/23 18:00:55
I've got a setup in a map (for copper mod), whereby the player has to hit three buttons within a short timeframe in order to open a door that also only remains open for a limited amount of time. If the player doesn't make it through the door in time, they have to hit the three buttons again.
I've got a little black room outside the playable area with three doors (each with a wait of 5), a shooter and a shootable button. Each of the three buttons in the playable area target a trigger_relay. Each of these relays fires the spike shooter and opens one of the doors in the black room. Once all three doors are open at the same time, the shooter will be able to hit the shootable button, which targets the door in the playable area.
So far so functional, but I wanted to display a nice "2 buttons remaining" sort of message as is standard practice, so I also pointed all of the relays to a trigger_counter flagged to repeat. The problem is, the counter won't reset if the player does not complete the sequence in the limited time given them, so if they have another go without completing the three counts, the count goes out of sync.
I hope my description makes sense, because I hope somebody knows how I can fix this or rebuild it more effectively!
Thanks.
#20757 posted by
Joel B on 2021/09/23 19:52:34
You could instead have some physical representation of "button presses remaining" visible in the map, controlled by your logic (e.g. glowing rune plaques that change/disappear) ... it's not as clear of a message, but on the other hand some folks might even be happier with that sort of thing than with a centerprint.
Thanks Joel B
#20758 posted by
Text_Fish on 2021/09/23 19:55:51
That's a really good idea and could also nicely convey the connection between the buttons and the door!
Some Map Hacks
#20759 posted by
Preach on 2021/09/23 20:38:17
Bit of self-promotion here: These map hacks should enable you to put the centerprint messages into your map. You really want to use the hack from the second article, but give the first article a skim because the second one builds on it.
https://tomeofpreach.wordpress.com/2016/02/21/reusable-trigger_counter/
https://tomeofpreach.wordpress.com/2016/02/23/more-reusable-trigger_counter/
Mirror Model
#20765 posted by
madfox on 2021/10/07 05:11:01
Does anyone know if there is a way to mirror a model (mdl)? I have a weaponframe of a hand with a hammer, but it is left handed. I need a way to mirror all frames so they become right handed.
Mirror With QME
#20766 posted by
Preach on 2021/10/08 19:03:15
You can do that in QME.
Open the model. Change into Object tools editing mode, and make sure that "root" is selected by clicking in an empty space. Change the settings at the bottom to:
Scope All Frames
Model Relative
Subject Object
Type -1 into the Y box of the Scale control and press enter. Your model will be mirrored, but the triangles will be backwards. Change to Triangle tool editing mode, select all the triangles, then right click and select Flip Triangles. Now the model should be mirrored as desired.
Yes!
#20767 posted by
madfox on 2021/10/08 23:19:06
Thanks Preach!
I guess I learned something new with this program again. Saved me a lot of work.
Help Please! Corrupting Misc_models Path After Compiling
#20773 posted by
CV on 2021/10/21 12:49:54
Cut from .map
{
"classname" "misc_model"
"origin" "768 192 20"
"mdl" "progs\misc_bonepile.mdl"
}
and model in TB visible as model, not box i.e. path is correct. But after compiling quake engine report
Mod_Load_Model progs\isc_bonepile.mdl not found
.
.
Here list of all misc_models.
Yes is cutting first character in model's name. Putting model in sub-folder causes the same in addition is cutted first symbol of subfolder too.
My system: Win 10 TB 2021.1 ericw-tools-v0.18.1 / tyrutils-0.17-win64 QS 0.94.2 QSS 14.10.21
Few days ago all worked fine and nothing obvious where changed.
It Is All In AD 1.81 Mod
#20774 posted by
CV on 2021/10/21 12:52:59
and ad_1_8.fgd bundled entities enabled in TB
In Additiom Qbsp Log String
#20775 posted by
CV on 2021/10/21 13:16:11
---- LoadMapFile ----
line 27: Unrecognised string escape - \m
and this string is:
"mdl" "progs\misc_bonepile.mdl"
Oh! It Is Wrong Slash \ In Path!
#20777 posted by
CV on 2021/10/21 17:17:50
instead of /
God damn!
CV:
#20778 posted by
metlslime on 2021/10/21 17:54:44
Hah, that’s what I was going to ask about :)