Ankhgod
#2513 posted by aguirRe on 2004/09/08 11:18:29
If you're using my compilers and if it's only a warning (i.e. one of the contents is Empty), it's caused by small brush misalignments and not any actual "mixed face contents" like mixing sky and *lava.
Brush misalignments are usually a good idea to look into and get rid of, otherwise they have a tendency to come up later as nasty clipping errors, HOMs etc.
What Happened...
#2514 posted by madfox on 2004/09/08 11:28:17
Simple map, added a teleporter and a target.
Now when I cross the 0.0.0 in the map I suddenly get teleported. This is not the place of the teleporter, which is at the outer edges.
Madfox
#2515 posted by Kinn on 2004/09/08 12:15:13
trigger fields are based on the mins/maxs of the trigger brush, it doesn't work like bsp collision.
I don't know if that is the problem, but it's useful info nonetheless.
Not Sure
#2516 posted by madfox on 2004/09/08 12:33:57
what you mean, the trigger brush doesn't touch other brushes or is in the area of the 0.0.0 point.
..
#2517 posted by necros on 2004/09/08 12:42:11
well, you are using quark.
i know quark uses some kind of trick to get trigger_relays and such to work without actually requiring a brush. it's possible you muffed up some how and maybe, renamed a trigger_relay to trigger_teleport (which would work in other editors) and not the trigger field is set to '0 0 0'. beyond that, i don't know...
Madfox
#2518 posted by Kinn on 2004/09/08 12:48:46
Describe the shape of your teleport trigger brush(es).
If you have (for example) a trigger made up from two rectangular brushes joined to form an "L" shape, then the trigger field would encompass not just the space occupied by the brushes, but also the space inbetween, defined by the combined mins/maxs of all the brushes that comprise your trigger entity. eg:
x p
x
x x x
say a trigger is defined by brushes occupying the 'x's - a player at point 'p' would still activate the trigger.
Note
#2519 posted by Kinn on 2004/09/08 12:50:13
the func_ gremlins screwed up that "diagram" somewhat, but just imagine the 'p' shifted along a few spaces to the right (above the last 'x' on the bottom row).
But Wait..
#2520 posted by madfox on 2004/09/08 12:57:04
shape of the teleporter: 1291 6 695
teleporter destination : 2291 288 500
The error occurs when one passes point 0.0.0
in the map. With the teleporter itself is nothing wrong.
Madfox
#2521 posted by Kinn on 2004/09/08 13:09:31
is your teleport trigger just a simple rectangular brush?
Kinn
#2522 posted by madfox on 2004/09/08 14:01:14
cheque your email
It Appears
#2523 posted by aguirRe on 2004/09/08 14:45:21
to be just two orphaned trigger_teleport entities without any brushes attached. The engine (or QC) probably just put them at (0 0 0) and hope noone will notice.
Madfox
#2524 posted by Kinn on 2004/09/08 15:31:23
hi, just got your email. Dl'd and installed your pak. I managed to find the "Facade" map and the area in question. To be honest, it's a bit difficult to troubleshoot with just the .bsp - but I think aguirRe is the man to listen to here :) (see his post above).
...
#2525 posted by necros on 2004/09/08 15:46:53
didn't i say that?
Sorry, Yeah
#2526 posted by Kinn on 2004/09/08 15:50:59
My Carelessly
#2527 posted by madfox on 2004/09/08 20:18:30
I had deleted the teleporter-brush without deleting the func_teleport. Reason the map became waxed.
Sorry for my short sighted mapping value.
MadFox
#2528 posted by JPL on 2004/09/09 02:35:21
... "c'est le metier qui rentre".... :)
Not All Parts Of The Map Get Lit
#2529 posted by codeboy on 2004/09/09 13:50:02
New feature added to my code which supports
day\nite cycle in quakeworld but i noticed
not all spots get lit. All the outside edges will not light up. Its a big map because
it supports helocopters. Any ideas?
How Are You Doing It?
#2530 posted by metlslime on 2004/09/09 16:30:28
lightstyles with quakec? Some engine hack?
Codeboy
#2531 posted by JPL on 2004/09/10 02:15:48
I hope day/night cycles are not 24 hours !! I've never found somebody who played Quake for 24 hours consecutively... or this guy was a real fool Quake-maniac player 8p
Day\nite Cycle
#2532 posted by codeboy on 2004/09/10 12:03:57
Its in the C code(mod) and not engine but I do
work with the QW engine too.
No, not base on 24hr clock...hehe. its configurable but like to have it cycle 2 or 3 times in 35 min map time limit.
Starting looking at the light code and suspect a bug or limitation but need to confirm one more thing with my code first
Codeboy:
#2533 posted by metlslime on 2004/09/10 14:57:44
we can't help you without more information.
Multiple Trigger Events Query
#2534 posted by Mike Woodham on 2004/09/13 18:04:27
I have a key door that I want to trigger multiple events. It triggers its own door, some other doors, some monster spawns and a 'trigger_once'. This last item has a delay set before it then triggers more doors - only it doesn't trigger them. All 'target' and 'targetname' entries are correct. The direction on the doors is set. I have tried trigger_once and trigger_multiple, also to no avail.
I want to use the delay as I do not want too much going on at one time: there are 12 other doors and several monsters involved, all within close proximity.
Is it me, or the wrong trigger, or what? Anyone tried something similar before?
If You're Using A Trigger_once
#2535 posted by czg on 2004/09/13 18:57:09
Tried setting the "Entity only" spawnflag (1)?
You may also try using the trigger_relay entity, which is a point entity. Use it exactly as trigger_multiple, except it hasn't got a brush.
Mike
#2536 posted by Kinn on 2004/09/13 19:08:50
also note, if your trigger has a "killtarget", it will fail to fire it's regular "target". I consider this a bug in SUB_UseTargets, where the function exits too early if it has a killtarget set.
I've Noticed
#2537 posted by HeadThump on 2004/09/13 19:11:38
that trigger_relays don't work quite rightly in certain custom engines. Try playing the start level to the classic Tale of Abbot's Rune with Dark Places and you will see a royal fuck up.
|