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
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#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.
But
#2995 posted by PuLSaR on 2004/12/28 19:46:05
you may use trigger_relay and spawn in monsters after some time after the first trigger has been activated.
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#2996 posted by GibFest on 2004/12/28 19:49:22
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.
#2997 posted by PuLSaR on 2004/12/28 19:54:54
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
#2998 posted by Preach on 2004/12/28 20:25:24
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...)
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#2999 posted by GibFest on 2004/12/28 20:50:10
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
#3000 posted by PuLSaR on 2004/12/28 21:00:03
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.
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#3001 posted by GibFest on 2004/12/28 21:09:26
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...
#3002 posted by necros on 2004/12/28 23:32:56
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...
#3003 posted by distrans on 2004/12/29 00:36:27
...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
#3004 posted by Kinn on 2004/12/29 04:04:33
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
#3005 posted by Mike Woodham on 2004/12/29 07:47:55
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
#3006 posted by R.P.G. on 2004/12/29 09:29:31
Wait, you only get the pink/black texture as one of the five frames?
Mike
#3007 posted by aguirRe on 2004/12/29 09:45:58
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.
Textures
#3008 posted by Mike Woodham on 2004/12/29 11:57:37
R.P.G. - yes, appears to be just one of the frames missing.
aguirRe - looks like you have something - it's OK in your GLQuake and also in DarkPlaces. Unfortunately, the Fog effect is lost and I want to keep it. So, I will adjust the Brites out of the texture in TexMex.
By the way, are you saying that there is a 'fixed' version of Fitzquake somewhere 'cause I can't see it on the FQ web-site?
Fixed
#3009 posted by Mike Woodham on 2004/12/29 12:26:18
Once aguiRre put me on the right trail, my own memory clicked into gear (age is against me chaps!)
There is a slight problem with TexMex's Remove Brites function in that it leaves White (255,255,255) in place. Therefore, although you think you have circumvented the problem with FitzQuake's fullbright handling in animated textures, you haven't as you still have a fullbright in the texture.
So, change the dirtywhite to dirtierwhite, and change the white(255,255,255) to dirtywhite, and hey presto, it works correctly in FitzQuake.
Mind you, now that I've seen it, I'm not so sure that it was worth all the fuss. Ho hum.
You'll see what I mean in SM40. Thanks guys.
Kinn,
#3010 posted by necros on 2004/12/29 12:41:46
i've always been using the ancient 1997 version of ProQCC. nesp02 was compiled with proqcc, as was every other release i've made with modififed code.
i have never had any problems with proqcc and haven't ever seen the need to switch. whatever limitations proqcc may have, it's never stopped me from doing what i wanted to do.
Mike
#3011 posted by aguirRe on 2004/12/29 13:47:34
AFAIK the problem is fixed in the upcoming FitzQuake 0.80. Maybe metl could fill me in here ...
AguirRe
#3012 posted by Zwiffle on 2004/12/29 14:02:04
How do I get your light to spit out a .lit file? I've gotten it to work with Tyrlite, but I have some ugly results. I saw no clear way to do this in the -help command, and instead of thouroughly researching I thought I'd ask you.
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