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Posted by metlslime on 2005/08/30 18:28:13 |
You know about the info_notnull explosion hack. You know about making monsters drop weapons or alternate ammo using the .weapon and .ammo_whatever hacks. You know about making items float in the air by spawning them on a temporary platform. Let's have a thread where we talk about new ways to use existing behavior and get novel gameplay. If you're a "retired" mapper, this is a great time to do some armchair level design and suggest ideas you'll never have a chance to use yourself. |
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Oh Man
#320 posted by Preach on 2014/09/15 22:56:01
It's been like 6 months since we had a hack. Here's a hack for...Quoth?
http://tomeofpreach.wordpress.com/2014/09/15/quoth-required-message/
Now you can create entities which appear in your map when run under ID1, but not in Quoth. There's one simple application of this, plus the opportunity to go overboard with it instead!
Fantastic!
I was just wondering today how something like this would work. This should be mandatory knowledge for all future Quoth mappers. Thanks, Preach!
#322 posted by negke on 2014/09/16 11:52:57
Nice. A much smoother way than the Quoth detection in my levels.
Lava Splashes...
#323 posted by necros on 2015/08/06 04:19:21
trigger_relay:
targetname "lava"
target "lava"
delay "0.099"
info_notnull
targetname "lava"
use "boss_death9"
why dis no work? :(
tested with a message on the relay, and it is indeed working, but no lavas.
#324 posted by negke on 2015/08/06 07:17:53
The function is not reusable. You might want to killtarget it quickly as well, since it increases the killcount at boss_death10. Note that while the function works without a Chthon in the map, you need to put one somewhere for the splash sound to be precached.
I had an idea for Jam6 that involved the lava splash, too. The opportunity is simply good enough to miss.
#325 posted by necros on 2015/08/06 12:55:05
Why is it not reusable? If you retrigger before 0.1 seconds it should just keep spawning particles.
#326 posted by adib on 2015/08/06 16:18:10
This thread is a treasure and should be pinned.
@necros
#327 posted by Spike on 2015/08/06 18:47:42
that's a heck of a lot of particles!
#328 posted by necros on 2015/08/07 00:53:24
it would be glorious... if it worked. T_T
#329 posted by - on 2015/08/07 01:14:39
Just use lots of tbaby_die2
Rotating Objects Hack!
#330 posted by - on 2015/08/08 14:21:42
GREETZ hax fans! Let's make things spin right round like a record baby.
This entity hack is actually pretty easy, it lets you make a rotating object in stock /id1/ quake, but is somewhat limited in what you can do. What we are going to do is make some non-solid, non-interactive rotating objects. Good for things like a ceiling fan that you will never interact with and just spins forever. I've actually used it before in my sm170 speedmap quite awhile ago, but it seems went unnoticed (negke hadn't heard of this method when I told him about it last night).
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Ok, so first off, you need to make a func_wall fan object at the origin of the world. Make it's center at (0, 0, 0) in the world, this defines where it will rotate around. You'll need this entity's modelindex, so it may be best to make sure it's the first object in your .map file. As explained by some other hacks in this thread, the modelindex is a number given by Quake to each model in a level and lets us instance those models to other entities. The command 'edicts' in Quakespasm/Fitz/etc will help you find this number on entities in your level.
Now, where ever you want to have a rotating fan, place an info_notnull with the following properties:
"classname" "info_notnull"
"avelocity" "0 256 0"
"movetype" "8"
"model" "*1"
"modelindex" "2"
That's it! Obviously, use the modelindex of the func_wall fan you made. avelocity is the part that makes it spin, is the same thing that makes weapon items spin. Here we are spinning around the Y axis at 256 somethingspeed, this is good for a ceiling fan but you'll want to experiment with what is right for you! You can use negative values if you want to spin in the opposite direction.
Another key aspect is the movetype key being set to 8, this means MOVETYPE_NOCLIP in .qc, which is a movetype that allows objects to be rotated with avelocity.
Example .map and .bsp Enjoy!
#331 posted by necros on 2015/08/08 14:33:46
Thanks! We need fans in these hot, hellish environments!
#332 posted by Breezeep_ on 2015/08/08 15:12:45
Really Cool!
That Is Genius Scampie
#333 posted by Orl on 2015/08/09 00:35:13
You better believe I'm gonna abuse that hack.
Cool Stuff
#334 posted by ptoing on 2015/08/14 07:30:30
I just fiddled around with the rotation thing and you can totally have multiple objects, as long as they do not necessarily need to be shadowed. Even if you need 2 shadowed objects you can still do it with a bit of a caveat.
The source func_wall does not need to be at 0 0 0.
If it will only rotate on the z axis (world, which is y for the object, why is this shit mixed up, btw?) you can move it up and down on the world axis ( and if we want rotation on another axis of course that would work too, just move on the according axis) so that it does not overlap with another object there that needs to be lit.
Now you only need to move the info_notnull up or down counter the direction you moved the func_wall. For this to work the properly the info_notnull still has to be inside the world and ideally visible from all the points to the player where it would be would it not be shifted around. If that happens the object might disappear. That in itself could be used for some weird effects too though.
I was wondering if it might be possible somehow to give the info_notnull or the func_wall some kind of offset modifier so that the info_notnull can actually be at where the object should appear, without being shifted if the origin is not 0 0 0.
Question...
is it possible to use it in conjunction with a func train to make a moving spinning blade trap thing?
No :(
#336 posted by ptoing on 2015/08/14 10:23:26
#337 posted by - on 2015/08/14 15:12:47
the rotation values are odd because I'm pretty sure it's using Pitch, Yaw, and Roll, so rotation around the Z ends up as the second value.
#338 posted by ptoing on 2015/08/14 15:48:58
Yeah, I think that is right.
So
I just made a clock in my map using this method. I noticed that the further away from 0 0 0 your func walls are the bigger the arc they travel in.
Also, there are other movetypes that also work, some that rotate as the object falls to the ground. Could be interesting to play with on a low gravity map.
Some more ideas for this, moon / sun / planets orbiting your map. A scale model of the solar system. Gears, or clockwork in maps. A fully sick car with spinning wheels. A spinning leek... I'm sure there are more.
Back To The Future!?
#340 posted by - on 2015/10/21 17:18:13
Here's a "hack"... in the id maps!
I was zooming around e1m4 when I noticed a funny looking block with an Ogre walking into it... Using sock's mod with path's visualized to show what is up:
http://scampie.net/etc/ogrepath_wait.jpg
Turns out, that block is a func_door on top of the first path_corner in a sequence the Ogre is trying to walk to... so it can never reach it and ends up sitting there forever!...
Until a trigger lowers the block out of the way. The Ogre can continue to walk out the door and eventually gets placed into a path_corner loop on the dock over the water. The end result is like a scripted sequence of triggering the ogre to walk out of the door on demand!
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It's odd because it's very unlikely a player will ever notice this happen, the ogre walks so slow and the trigger that lowers the block is right at the edge of the water... In all honesty, if this were me, I would've just teleported that Ogre onto the dock when the player was out of view. But what id did here was make a basic scripted sequence with their primitive tools that only a few % of people might notice... But you might just hear the door open, and see the ogre lazily walk out and it makes the world so much more alive. It's wonderful :D
That's Pretty Cool
#341 posted by Kinn on 2015/10/21 20:56:24
and the way monster teleporting works in vanilla is only slightly less of a goofy "hack" really.
#342 posted by Lunaran on 2015/10/21 22:04:17
yeah, and mods as early as zerstorer 'unhacked' it and added progs functionality to just trigger a monster to make it appear.
id may have just never bothered developing anything better than teleport boxes because that's what they had in Doom. You built a long tiny tunnel to propagate sound into a room full of monsters to get them angry, then tagged a door in the room to open and reveal a teleport linedef and then just hope all the monsters eventually crossed it as they wandered angrily around said room. id probably thought having the 3rd dimension on their side to make monsters fall directly into the teleport brush was high technology.
High Framerate Animated Textures
#343 posted by Preach on 2016/02/11 00:54:51
Has it really been more than 3 months since the last hack? Well, good things come to those who wait.
https://tomeofpreach.wordpress.com/2016/02/10/high-fps-texture-animations/
Today's hack offers a trick to upgrade the 5 fps animated textures into 10 fps animated textures instead. This should benefit maps with waterfalls and lava flows a great deal...
Notnull Hack?
Im not sure I know this one, can someone explain it or point to a resource that explains it?
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