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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
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Kinn 
Have you received my last three emails? 
AguirRe 
don't worry, I'm getting round to it (blame christmas ;) 
My Head Fucking Hurts :o 
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 
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 
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 
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 :/ 
VPhysics Penetration Error! 
Czg 
heh 
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 
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 
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 
afaik only death of the monster can trigger anything. 
But 
you may use trigger_relay and spawn in monsters after some time after the first trigger has been activated. 
I was thinking more along the lines of a boss type monster spawning in, then fighting then spawning out when it was almost dead and to do this a varying stages of the map up until the final battle. 
 
I was thinking more along the lines of a boss type monster spawning in, then fighting then spawning out when it was almost dead and to do this a varying stages of the map up until the final battle.

That sounds too complex for quake, it seems you need another engine or at least custom qc. 
The Recurring Boss Monster 
That would certainly be possible in QC, but how you'd put it into the map would, of course, depend on how you coded it. If you want to use a custom mod for your map, I would write this part of it, e-mail me if you're interested. I am going away for new years, so if you want a simple boss(like a basic quake monster with just ajusted stats and this ability) I could do that tomorrow. If you wanted something more complex, like changed AI or some totally new creature, it would have to wait until next week(and would likely take even longer than that...) 
My idea was to encounter a vore or shambler (boss creature) and just before the last shot made on him he would teleport out with a system message "Not this time" or something similar. When it teleports out it would target another trigger spawning in some mobs like ogres / zomies.. Then further on in the level do the same kinda setup with maybe a different message "Your getting closer". It doesn't neccesarily need to be the same vore/shambler, just have the ability to spawn out before death with a setable system message each time.

The final battle can just be a normal vore/shambler that will die and thus completing the mission.

I hope that makes sense, basically don't need new AI or anything like that :) 
Post #3000 
probably you could just change the death animation of those monsters into something like spawning or make some similar effect via qc as Preach offers. 
Ah yea that sounds like a good / less complicated idea and I could use a trigger_counter with 1 to trigger the message when the teleport anim/sound plays. 
Well... 
the obvious solution would be to have to seperate versions of the monster. one that does the teleport flash as it dies and another that just plain dies. centerprints can be handled by trigger_relays as usual, and monsters fire off their targets when they die.

just a fast cnp qc job, really.
don't look at me though. 
Err... 
...didn't the boss wraith in DoE teleport? Sure it was to a place behind or near to the player, but that's easily changed. 
Jago 
Yes. The Hipnotic/FrikQCC thing is worrying as FrikQCC is supposedly the "gold standard" for QuakeC compilers now, and everyone uses it. That said, I've been using it to compile all my stuff for years now, and I've never met any problems except when I turn optimisations on - some optimisations (I can't pinpoint which exactly) seem to turn my progs.dat into garbage :P 
Animated Textures 
Aw come on! Just as I think it's done, I find another problem...

TreeQBSP tells me that it has found all of the textures in the .wad file. It tells me that it has added x number of textures. But in-game I am seeing the dreaded pink/black texture as one of the frames.

I know (from earlier posts) that I could add the missing textures to 'hidden' faces in the map but I would have to do that manually as BspEditor doesn't show the individual frame textures, only the animated version.

But why would this be happening and why are other animated textures displaying correctly? This is a 64 x 64 texture based on ID's tlight02 i.e. +0tlight02, +1tlight02, +2tlight02, +3tlight02 and +atlight02.

Help will be appreciated. 
Mike 
Wait, you only get the pink/black texture as one of the five frames? 
Mike 
If it only happens in FitzQuake 0.75, then it's a known and fixed engine bug. I think it's because only some of the animated frames contain fullbright pixels and others don't. 
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