Trigger_relay
#4349 posted by Preach on 2005/10/10 12:19:55
In the quake source they are always point entities, they don't use a bmodel if they have one. So yes, switch them to point entities and you'll save a precache(I'm sure I'm correct in saying every bmodel is precached automatically even if it's never used). The same goes for a trigger_counter, although that one tends to be done correctly more often.
Silver Key Required
#4350 posted by bambuz on 2005/10/12 04:55:32
Super-newbieish question but I had some difficulties in my speedmap:
I made a func door, gave it targetname "eastcage".
Then a func_button to open it (target "eastcage"). I wanted to make it so you need the silver key to be able to press the button.
WC doesn't immediately show a spawnflag for that, so I used the same bit as a func_door would require if you made it silver key only.
This didn't work, the button was still pushable without the key. Also making the eastcage door silverkey-spawnflagged didn't do anything special, it still opened if you pushed the button without the key. So I turned the button to a func_door with a target of "eastcage". Now I could silver-key-spawnflag it, and it worked. Now the button can only be pushed if i have the key. Except now the eastcage door can be opened directly by touching?! (if I have the key) I even made a dummy button with the target of "eastcage" and hid it, but the door is still touch-openable (with the silver key). I gave up.
I don't remember if I had the vanilla or czg flavor fgd.
#4351 posted by gone on 2005/10/12 05:47:22
just remove 'requires silverkey' from the door?
^^^
#4352 posted by necros on 2005/10/12 08:43:55
you must have just forgot the spawnflag on the blocking doors (or the two are cross-linked and you need to check the 'doors don't link' spawnflag on both the button door and the blocking doors.
as a general rule of thumb, if your doors are fucking up in some odd way, check for cross linking doors and check the spawnflag as necessary.
Coincidence
#4353 posted by HeadThump on 2005/10/12 10:20:05
but I did the same with my speed map using a func_door with a silver_key spawnflag to open a second set of doors door. It worked fine without causing any triggers to shoot off before 'touch' activating with the silver key in hand. If you want to see the map let me know, I'll shoot it your way when I get home.
Hmm
#4354 posted by bambuz on 2005/10/12 10:33:25
when I get home, I'll try taking the silverkey spawnflag off the cage door and see if it takes the open-by-touch issue away. The "don't link" shouldn't apply here because the problem was not that the door is opening when another door is opened, rather that the door itself opens when it is touched... or well, dunno, might try that too. Thanks guys!
I put the .map file in the zip, although I'm not sure if it's a wise thing to do, if people do that, the .maps just start adding like mad and end up gathering dust in id1/maps... but this is already off-thread.
#4355 posted by inertia on 2005/10/12 16:32:14
... but this is already off-thread.
waitaminutehere, after 4354 posts its finally off thread? :P
Huh?
#4356 posted by negke on 2005/10/14 07:42:29
doors with a targetname only open when they are triggered. or did i miss something?
Scraggs
#4357 posted by Mike Woodham on 2005/10/15 05:21:06
What is it about scraggs that allow them to fly through walls and doors when other monsters can't?
Is it the code, their size, the fact that they fly. (or are they just bastards anyway!)
Scrags
#4358 posted by aguirRe on 2005/10/15 05:41:41
and fishes are crazy, they follow you around everywhere. I'm not sure about spawn, but I think I've seen them misbehave too. I haven't seen any code that explicitly should let them do this.
Mike
#4359 posted by Kell on 2005/10/15 07:11:33
it's option 4: bastards! evile bastards at that.
Kell
#4360 posted by JPL on 2005/10/15 09:37:08
Option 4 ?? What's this ? Again a ununderstable joke for non anglo-saxon native, or is it a real feature ?
Jpl
#4361 posted by necros on 2005/10/15 10:23:40
it's a bug, apparently in the engine code that lets flying and swimming monsters sometimes clip through walls for no apparent reason but can sometimes be brought on by having a few of them in an enclosed space.
Death Message
#4362 posted by Ankh on 2005/10/15 11:25:55
I there a way in Quake to print a message when the player has died?
Not In Standard Quake,
#4363 posted by necros on 2005/10/15 13:17:03
to my knowledge at least.
Thankses
#4364 posted by bambuz on 2005/10/17 07:51:11
to everyone who helped me. The door stopped being touch-openable when I removed the "requires silver key" -spawnflag. Now if someone would upload the speedmaps...
Compiler Question
#4365 posted by gone on 2005/10/17 09:34:31
Is there any bsp compiler that parses func_groups, so I wouldnt need to 'move to world' each time I want to check the map in game. ( Im resistiing to use that java mapconverter)
Oops, I Thought The #4354 Post
#4366 posted by HeadThump on 2005/10/17 14:07:52
meant you had the problem solved. I probably could have saved you some time there. Sorry.
Dead Bodies
#4367 posted by Jonan on 2005/10/19 04:25:56
Hi hi.
How can I get a dead player inside a single player map?
I've seen it on Menk (http://speeddemosarchive.com/quake/maps/menk.zip). I'd like to copy it.
Any ideas?
Suicide Underground
#4368 posted by Preach on 2005/10/19 05:03:30
Make a point entity in your map, and give it a classname of func_illusionary. Then set it's model field to "progs/player.mdl" and it's frame to the corresponding frame number in player.mdl for a dead body - I think 53 is one such frame. For more details, see http://www.celephais.net/board/view_thread.php?id=37116
Jonan
#4369 posted by PuLSaR on 2005/10/19 15:01:05
What Preach said. Also I looked into menk source and found that I used frame 93 and.. I used class viewthing instead of func_illusionary, I saw it in someone's map.
Func_group In Q1
#4370 posted by Kinn on 2005/10/21 11:40:27
Is there any bsp compiler that parses func_groups, so I wouldnt need to 'move to world' each time I want to check the map in game. ( Im resistiing to use that java mapconverter)
This would be a really really good idea, to support func_group in a q1 bsp compiler (*wink* *wink* aguirRe ^_~).
I'm using gtkradiant now, after being spoiled rotten by all the grouping and layer functionality of WC/Hammre, and I so yearn to be able to select a whole bunch of stuff with just one click again :{
Wink
#4371 posted by aguirRe on 2005/10/21 14:20:41
..
Q Func_group
#4372 posted by VoreLord on 2005/10/21 15:04:46
I so yearn to be able to select a whole bunch of stuff with just one click again :{
You can use a limited func_group in GTK for editing purposes with Q, you just need to add the relevant stuff to the def file. You can't actually select with one click, but maybe 2 ;)
(bare with me, I have just formatted and reinstalled and haven't got my editing stuff installed and set up yet, to busy with Q4, so I may not remember some stuff, I just do it on auto pilot without thinking about it)
When you have grouped your stuff, you can select it by bringing up the little window that lists the entities in your map(forget the shortcut, you don't seem to be able to select it by just clicking one of the components), highlight the one you want, and hit select or choose whatever it is. I usually give each group a name so as I know which, is which, otherwise you'll have multiple entries of the same entity and not know which you are after. It's not perfect, but it's better than nothing..., maybe. This is what I've got added to my .def,
/*QUAKED func_group (0 .5 .8) ?
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.
-------- NOTES --------
The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation
If this is useless to you, or not what you are on about, or already know, just disregard it as the ramblings of a mad man.
#4373 posted by Lardarse on 2005/10/23 15:55:07
Does anyone here know the origin (and source code) of the custom monsters in alk11 ?
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