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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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Preach 
Well, I am quite pleased because I managed to find your error tutorial hidden in the shambler.qc file ;-)

monster_shambler_tele_set
and
monster_shambler_set_tele

I stared at it for a long time before I could see it!

I didnot try the progs.dat supplied as I was adding some code so I cannot say if is OK or not. But it compiles good now and works fine. Thanks again. 
Preach 
Well, I am quite pleased because I managed to find your error tutorial hidden in the shambler.qc file ;-)

monster_shambler_tele_set
and
monster_shambler_set_tele

I stared at it for a long time before I could see it!

I didnot try the progs.dat supplied as I was adding some code so I cannot say if is OK or not. But it compiles good now and works fine. Thanks again. 
Preach 
Well, I am quite pleased because I managed to find your error tutorial hidden in the shambler.qc file ;-)

monster_shambler_tele_set
and
monster_shambler_set_tele

I stared at it for a long time before I could see it!

I didnot try the progs.dat supplied as I was adding some code so I cannot say if is OK or not. But it compiles good now and works fine. Thanks again. 
Preach 
Well, I am quite pleased because I managed to find your error tutorial hidden in the shambler.qc file ;-)

monster_shambler_tele_set
and
monster_shambler_set_tele

I stared at it for a long time before I could see it!

I didnot try the progs.dat supplied as I was adding some code so I cannot say if is OK or not. But it compiles good now and works fine. Thanks again. 
Preach 
Well, I am quite pleased because I managed to find your error tutorial hidden in the shambler.qc file ;-)

monster_shambler_tele_set
and
monster_shambler_set_tele

I stared at it for a long time before I could see it!

I didnot try the progs.dat supplied as I was adding some code so I cannot say if is OK or not. But it compiles good now and works fine. Thanks again. 
Preach 
Well, I am quite pleased because I managed to find your error tutorial hidden in the shambler.qc file ;-)

monster_shambler_tele_set
and
monster_shambler_set_tele

I stared at it for a long time before I could see it!

I didnot try the progs.dat supplied as I was adding some code so I cannot say if is OK or not. But it compiles good now and works fine. Thanks again. 
Preach 
Well, I am quite pleased because I managed to find your error tutorial hidden in the shambler.qc file ;-)

monster_shambler_tele_set
and
monster_shambler_set_tele

I stared at it for a long time before I could see it!

I didnot try the progs.dat supplied as I was adding some code so I cannot say if is OK or not. But it compiles good now and works fine. Thanks again. 
Preach 
Well, I am quite pleased because I managed to find your error tutorial hidden in the shambler.qc file ;-)

monster_shambler_tele_set
and
monster_shambler_set_tele

I stared at it for a long time before I could see it!

I didnot try the progs.dat supplied as I was adding some code so I cannot say if is OK or not. But it compiles good now and works fine. Thanks again. 
Preach 
Well, I am quite pleased because I managed to find your error tutorial hidden in the shambler.qc file ;-)

monster_shambler_tele_set
and
monster_shambler_set_tele

I stared at it for a long time before I could see it!

I didnot try the progs.dat supplied as I was adding some code so I cannot say if is OK or not. But it compiles good now and works fine. Thanks again. 
Lol 
 
Holy Fuck, 
a new record!


blaGGer, please don't hit submit a bunch of times, or refresh or whatever the hell you did. 
Hahahahahahaha 
A dectuple-post!!
Hell yeah. If you're going to do something, then by golly, just go all out with your bad self.

I'm home sick today and feel kind of shitty, and that made me feel better. 
 
I am not in the trunc dreath?
I am not in the grunt breath?
I am not in the drunk thread? 
Blagger Is Just Simply Quite Pleased! 
;-) 
Sorry, Sorrry, Sooorrrry 
So sorry times many times! 
BlaGGer 
I really think you need to take medical advice from a neurologist to solve your restlessness problem... believe me... ;) 
Flawless Victory! 
blagh! 
Trigger_teleport Sound 
I there a problem with the SILENT flag in the trigger_teleport routine as it makes no difference if it is set or not.

I am looking in the triggers.qc file and the only reference I can see is
if (!(self.spawnflags & SILENT))

Is that right? & or == 
Silence Is Golden 
It may be that the flag is working, just not how you expect. Silent teleporters still make the noise when something teleports in, they just don't make the ambient teleporter hum near to the trigger. It's intended for trigger_teleports that sit outside the main level, for teleporting monsters in, as the sound out there would be pointless, unless it spilled over into the real level, which would be confusing. 
Preach 
What I am wanting is for no sound at all when I teleport my extra monsters in. I am happy for there to be sound when the player uses a trasporter. I have some triggers that teleport monsters into places the player has been to once and I do not want the player to know that by hearing sounds.

I thought that was what the flag SILENT was for . Can you guide me how I may stop the teleport sound? 
The Sound Of Silence 
Ok, the first function to look at is play_teleport, which selects a random teleport sound and plays it. However, we cannot change this function, because it is a think function for a temporary entity. This means we have no way to check whether it was spawned by a trigger_teleport that is silent or not. So, we need to look at the code that calls this bit.

The next function is spawn_tfog, which spawns a new entity s, who's only purpose is to play the sound in the right place in 0.2 seconds. Ideally we would have an if statement around that spawn function, but again we can't be sure what function has called spawn_tfog. If it was the trigger_teleport, then we'd know the trigger was the "self" entity. But another entity might call spawn_tfog, and so modifying this function might cause problems in other places.

So, we go back one more function, to teleport_touch. So, above this function add the line
float NONOISE = 4;
This is just defining a new constant for the flags on a teleporter; if you set flag 4 then the trigger_teleport, then anything teleported will be silent.

Then go down into the function, and find the lines

makevectors (t.mangle);
org = t.origin + 32 * v_forward;
spawn_tfog (org);


and replace it with

if(!(self.flags & NONOISE))
{
makevectors (t.mangle);
org = t.origin + 32 * v_forward;

spawn_tfog (org);}


Notice that this gets rid of spawn_tfog totally, so you get no flash as well as no sound. I assume that if the monsters are meant to teleport in without informing the player, no teleporter flash is needed.

If you did want silent teleports that included the flash, you'd need to add
else
{
makevectors (t.mangle);
org = t.origin + 32 * v_forward;
spawn_tfog_silent(org);
}

after the if statement, and make a copy of spawn_tfog called spawn_tfog_silent, which omitted the sound spawning lines.

As a side note for mappers, it turns out that play_teleport is a function like barrel_explode that can be called by the func_notnull trick. So if you want to spam false teleport sounds at the player, you now have the power! Well, I'll confess I've not actually tried it in a map, but it looks like it should work. 
 
[deleted by metlslime] 
Cough 
cough 
Crosbow 
I managed to change the v_shot gun mdl into a crosbow. Now I want to make it shoot arrows. So I made the crosbow.mdl of 7 frames, and one arrow.mdl for the arrow.

Now it comes to qc and I knew this would be a hard one for me. I've been looking to the 3Dinside for one, but I could only find thowing axe to compare. But the zip file link is lost. Is it really much coding to make it go?

http://members.home.nl/gimli/frame3.jpg 
Bows And Arrows 
I'm not gonna do a detailed how to here, be warned, but rest assured it's not too hard. Have a look at the code for firing nails, it's pretty close to firing an arrow. Just copy and rename the nail functions, and change the model, the speed and the damage. Then in the weapon firing code, change the fire function for the shotgun from the current one to the new arrow one. Let me know if anything goes wrong, or if you wanted different behavior from that of a nail. 
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