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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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^^^ 
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 
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 
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. 
 
... but this is already off-thread.

waitaminutehere, after 4354 posts its finally off thread? :P 
Huh? 
doors with a targetname only open when they are triggered. or did i miss something? 
Scraggs 
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 
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 
it's option 4: bastards! evile bastards at that. 
Kell 
Option 4 ?? What's this ? Again a ununderstable joke for non anglo-saxon native, or is it a real feature ? 
Jpl 
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 
I there a way in Quake to print a message when the player has died? 
Not In Standard Quake, 
to my knowledge at least. 
Thankses 
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 
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 
meant you had the problem solved. I probably could have saved you some time there. Sorry. 
Dead Bodies 
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 
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 
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 
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 
.. 
Q Func_group 
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. 
 
Does anyone here know the origin (and source code) of the custom monsters in alk11 ? 
Weird... 
I'm building with WC and using AguirRe's tools then testing in fitz.

I've finished building a start level that uses switchable lights. I fully compiled the level, and everything tested out fine except the exit portals pointed to the wrong levels. I went back in and changed the "next map" field in the trigger_changelevels then did an -onlyents compile. The switchable lights no longer work. I followed up with a full compile and the lights work again. Just to be sure I wasn't missing something, I then went back in and changed the "message" field of the trigger_multiples in front of the exit portals and ran an -onlyents compile. The lights cease to switch.

Does this seem strange? 
That Always Happens 
you need to run aguire's light with -onlyents to relight only the switchable lights and reassign the targets to the proper lightstyles 
Ta Much Necros... 
... just adding another beer to the total I already owe you :) 
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