Kinn
#2970 posted by PuLSaR on 2004/12/26 16:14:08
I understand what I say, I know that.
It seems I need to explain it more: trap_spikeshooter works exactly in the way you described, but it shoots too fast. It hard for player pass thru it without getting damage. Trap_shooter shoots slow (as I want), but it shoots always and triggering it just makes it to shoot faster (like trap_spikeshooter does).
So I want to know if it is possible to make it start to shoot only after triggering it and not from the time the has been loaded.
Oh
#2971 posted by PuLSaR on 2004/12/26 16:14:57
the has been loaded.
the map has been loaded.
Pulsar
#2972 posted by Kinn on 2004/12/26 16:35:16
I take it you are using a trigger_multiple to trigger the trap_spikeshooter, yes?
Just set the trigger_multiple's "wait" field to the time you want to elapse between spike firings. The trigger_multiple's default wait is 0.2 secs, so if you don't set it, the spikes will be launched at a rate of 5 per second.
Hey
#2973 posted by PuLSaR on 2004/12/26 16:39:52
I haven't thought about it in a such way. I'm going to check it right now.
Mike
#2974 posted by aguirRe on 2004/12/26 17:15:25
AFAIK, you'll get the vis leaf warning also when the map leaks (which is the normal reason why the amount is so high). Having a sealed map with >8k leafs usually means >24k portals and then you'll have a fullvis nightmare ...
If you can't sort it out, send me the zipped map and I'll take a look at it.
Funny Really
#2975 posted by Mike Woodham on 2004/12/27 07:12:47
I have this 'system' that I use when working on a map: I compile regularly (like every 15 minutes) using Qbsp -nofill, and Light, which also saves the work done so far. Every so often I will save the WIP with a new name, in this case SM40_mw1.map, SM40_mw2.map etc. Occaisionally, I will try some major change that I am not sure about and will use the file test.map so if it doesn't work I can just dump it and continue where I left off.
So, I am moving a piece of terrain that is on a grid of 1536 x 1536 x 768 - this is big so I use test.map to try it out first. It's a success and I am so pleased that I continue leak testing (post 2969 above) and resolve every leak. Then I go and have some lunch.
When I come back I load the last map (SM4_mw9.map) and continue polishing. I add my 12 extra brushes, compile and... get the vis_leaf problem. WTF, it worked before lunch? But of course as we all know now, the last map I saved was called test.map and had all of my leak fixing in it - I had forgotten to save it with the usual series name.
Oh well, at least with the system I use, when I retraced my steps back to the last good map and then worked forward, as soon as I got to the need to move the piece of terrain I realised what had happened. Only wasted a couple of hours and now back on track, no leaks, full vised, so polishing continues.
There's a moral there somewhere...
Mike
#2976 posted by Jago on 2004/12/27 08:20:29
The moral of the story is: mapping editors need a built-in database system for tracking changes. Something like CVS or Subversion (which are used for tracking changes in big software projects).
#2977 posted by Kell on 2004/12/27 08:25:04
There's a moral there somewhere...
Always Backup Your Maps*
*even if you are easy to confuse
QuakeC Help Needed
#2978 posted by Jago on 2004/12/27 09:24:22
I am getting to the phase where I should be adding gameplay to apinaraivo.bsp and I am in need of QuakeC help. I need to port the Mega-Enforcer for Zerst�rer and something from Scourge of Armagon over to the ID sources. If anyone would be so kind as to do this for me (should be pretty trivial for a person fluent in QuakeC, which I am not), please get in touch. My eternal gratitude is assured.
Jago
#2979 posted by Kinn on 2004/12/27 09:29:32
What the heck, I'll sort you out ;) What is it you need from SoA exactly?
Kinn
#2980 posted by Jago on 2004/12/27 09:35:08
I sent a email to the address mentioned in your profile.
Jago
#2981 posted by Kinn on 2004/12/27 09:38:51
sorry - could you resend to:
bdwooding - at - gmail - dot - com
thanks :)
/me needs to update his profile
Resent
#2982 posted by Jago on 2004/12/27 09:41:35
[nt]
Kinn
#2983 posted by aguirRe on 2004/12/28 11:08:24
Have you received my last three emails?
AguirRe
#2984 posted by Kinn on 2004/12/28 14:27:37
don't worry, I'm getting round to it (blame christmas ;)
My Head Fucking Hurts :o
#2985 posted by Jago on 2004/12/28 17:47:22
Just for kicks, try compiling the hipnotic sources with FrikQCC, put a monster_scourge into a map (the mechanical scorpion from SoA), compile and run the map. Notice how after dying, no centripede doesn't have any death animation whatsoever and just "stops" with his body becoming non-solid (as in, you can walk through him). The original hipnotic progs,dat file however, works just fine.
After pulling my hair out for an hour, I realise that what we have here is a bug in THE BLOODY QUAKEC COMPILER! I downloaded some bizarre ProQCC release from 1997, it compiled the code and everything worked as advertised. Ugh.
A Few Noob Questions
#2986 posted by GibFest on 2004/12/28 18:14:16
I'm currently making a quake sp map and Im quite confident I will finish this as alot of the structure is in place.
Having never really got this far when creating a map, it leaves me not too hot with entities so here goes..
I want two doors to open reveiling a monster behind each (already in place), but I want the doors to only open once the four monsters that your fighting have been killed.
Secondly I want a button to trigger a door open only once two of the buttons have been pressed, I've seen this in some maps and it has an on screen message "1 more left".
Also one other thing, is it possible to make a monster or a set of monsters "spawn" as you pass over a trigger or a button?
If anyone could shed any light over these I would be most greatful.
Gib
#2987 posted by PuLSaR on 2004/12/28 18:51:48
I want two doors to open reveiling a monster behind each (already in place), but I want the doors to only open once the four monsters that your fighting have been killed.
Secondly I want a button to trigger a door open only once two of the buttons have been pressed, I've seen this in some maps and it has an on screen message "1 more left".
You need to you use trigger_counter. Create a trigger_counter, give it a targetname (counter1 for example), fill the 'count' field with the number of monsters/buttons you need to activate it (4 (monsters) or 2 (buttons) for you), and then fill the 'target' fill as for usual trigger. Then target buttons or monsters to that trigger (for example 4 monsters should have 'target' field with 'counter1' value.
Also one other thing, is it possible to make a monster or a set of monsters "spawn" as you pass over a trigger or a button?
You need to create a room somewhere, place monster there, cover him with trigger_teleport and give this trigger_teleport any targetname. Then target your trigger or button to that teleport.
I hope it's clear.
Replis
#2988 posted by czg on 2004/12/28 18:55:22
I want two doors to open reveiling a monster behind each (already in place), but I want the doors to only open once the four monsters that your fighting have been killed.
Target each of the four monsters to a trigger_counter, give it a "count" value of "4", and if desirable set spawnflag 1 to make it not print out "there are more to go..." messages when you kill the monsters.
Secondly I want a button to trigger a door open only once two of the buttons have been pressed, I've seen this in some maps and it has an on screen message "1 more left".
Exactly same as above, just set "count" to "2" and target trigger_counter with the buttons instead of the monsters.
Also one other thing, is it possible to make a monster or a set of monsters "spawn" as you pass over a trigger or a button?
You have to make this happen by creating a small box outside the map, place the monsters you want to spawn inside, place individual trigger_teleport over each monster, give the teleporters a common "targetname" like, say, "spawn_monsters" or something, and target each of the teleports to their own info_teleport_destination placed where you want them to appear in the map. Triggering the teleport(s) will now spawn the monsters at the info_teleport_destination(s).
Omg Double Penetration :/
#2989 posted by czg on 2004/12/28 18:56:07
VPhysics Penetration Error!
Czg
#2990 posted by PuLSaR on 2004/12/28 19:02:31
heh
.
#2991 posted by GibFest on 2004/12/28 19:06:08
The counter thing worked great and I can complete some more of the set pieces now, thanks. As for the monster spawning haven't tried that yet but sounds easy enough.
I just wonder if the trigger_counter needs to be an entity that's pressed, passed through or touch by the player or can it reside anywhere within the level?
Gib
#2992 posted by PuLSaR on 2004/12/28 19:09:46
I just wonder if the trigger_counter needs to be an entity that's pressed, passed through or touch by the player or can it reside anywhere within the level?
No, it's brush-entity, but you just vreate it somewhere, no matter where, it doesn't need to be touched.
Another Question
#2993 posted by GibFest on 2004/12/28 19:36:18
Is it possible to set it so that once you've hit a certain monster to a cetain % health left, you can make it teleport away before it dies.
e.g. Just like spawning monsters into a level but spawning this particular one to a different location triggered by it reaching a certain set health level, if you know what I mean.
Gib
#2994 posted by PuLSaR on 2004/12/28 19:44:20
afaik only death of the monster can trigger anything.
|