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Teaching Old Progs.dat New Tricks.
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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If you don't care about adding more entities, you can also target an info_notnull that has "use" "boss_death10" to increase the death counter by 1. 
Brain Teaser For Preach 
Gravity change by map entities, or a way to reset the changelevel function after using the cvar hack without the need to reload. Or anything related to this. What's the whacky stuff we can do by hacking worldspawn... 
Oscar Academy Award� Winner Gravity... 
...will not be screening tonight. I've looked for a way and I think it's impossible. One of the things about gravity in particular is that the QuakeC is actively working against you to reset it. It's pretty much the first thing that worldspawn does.

On the other hand, your one opportunity to put something arbitrary into the console is the changelevel command, and that's equally well locked down in the engine. The function which sets the changelevel_issued command does it unconditionally, and the one place it gets reset is starting a new level. So you can't get more that one command a map, and you need to save one to restart the map.

It really is the two working against each other that sinks the plan. There is just enough wiggle room to change sv_friction in the following way: call your map "my_map_name" then create a trigger_changelevel with the key "map" "my_map_name;sv_friction 0.05". When you hit that trigger you restart the level, but with sv_friction set to 0.05 (getting the player to hit the trigger at the start of the first visit to the map, but not on the second visit, is left as an exercise).

Sadly, sv_gravity is the only cvar which this doesn't work on, because of the specific QuakeC code at the start of worldspawn preventing it. Unless you can surgically remove the worldspawn from your map, but I don't like the odds of pulling that off... 
New Logic Gates 
Hi all, big article incoming!

https://tomeofpreach.wordpress.com/2017/02/14/logic-gates-for-2017/

It's the much hyped replacement logic gate set-up. These logic gates aren't vulnerable to being broken randomly by using teleporter at the wrong time. If that's not reason enough to start using them, they support an unlimited number of outputs which you can switch between! If you want to be able to switch a button between 8 different targets, this is the hack for you.

Thanks to Newhouse for his proofreading and feedback in writing this one up, I think the explanations have come out much clearer as a result. A follow-up with the OR gate, AND gate and XOR gate will be posted shortly. 
 
Seems really neat. Can the player here the LG explosion, though? 
I Don't Think So 
Because it happens on the first frame of the server, I don't think the player gets a chance to hear it. In any case, you can put the boxes containing the logic gates far from the main level if it ever becomes an issue. 
Crosspost: Custom Door Touch Functions 
Hard to imagine that anyone doesn't follow the Mapping Help thread, but just so this thread remains a complete archive, a new hack on how to create a door with a custom touch function.

https://tomeofpreach.wordpress.com/2017/03/05/masquerading-as-a-door/

I've had this masquerading idea bubbling around for a few weeks now, but I had something completely different in mind for debuting it. That may have to wait another week, this one has already bumped the logic gates follow up off schedule once! 
Dang 
Preach is on a roll....I feel a maphack jam coming on! 
More Logic Gates 
Another week, another article. I like to think that the production values on this week's article are above the normal standards for a map hack post. The test map looks pretty decent, the article has screenshots, flow diagrams, and tables. Plus it's the second half of the new logic gates post, this time with actual gates, the AND, the OR, and the XOR gate.

https://tomeofpreach.wordpress.com/2017/03/14/further-logic-gates-for-2017/ 
 
very nice article! 
Seconded 
Above and beyond Preach, the layout is very approachable! 
Most Advanced Spambot Ever 
I'm a bit scared 
He He He 
It makes sense if you're reading posts from about a month ago in the thread. And yes, that would mitigate the issue a bit (although depending on how frequently you run the function some errors might slip by). In 1997 some might have objected that it slows down the game a bit on weak PCs, because it removes one of the optimisations in the physics engine. Doubt anyone would notice any more... 
Globe 
We may have talked about this, not sure. I want to reproduce the light globe sprite in an info_notnull, because I've hit the static entity limit, but can't seem to find the correct modelindex. Air bubbles and explosions, sure, just no globe. Strangely enough, s_light.spr doesn't show up in the modellist, either. All thanks to makestatic? Surely, there must be away. 
@negke 
I don't know about other engines, but fte has a 'precaches' command that should show give you the index easily enough.
note that s_light.spr will only have a modelindex if it was precached (and the order should normally be the same for any engine), so if its missing then that's because nothing precached it yet.
So make sure you have at least one light_globe entity otherwise you'll not be able to get a usable index for it.

Do be aware that any other entity changes might change the order spawn functions are called in (depending on your editor). Creation/deletion of doors/triggers/plats/etc WILL change your modelindexes too.
So you should perhaps consider knocking up some find+replace tool if you're going to be making a lot of changes.

Or just use an engine with higher limits. fte+dp shouldn't have any specific limit, while ericw bumped the static ents limit in quakespasm recently though I've no idea if there's public builds for that yet (if not, qss has a slightly higher limit). No idea about other engines.
That said, protocol 999 or dpp7 will cap out at about 2048 max static ents due to the limited sv.signon buffer size. Less if you have many non-static ents too, because baselines contribute to the same buffer. I could rant about how fte servers are immune to that issue, but I'll save that for another time...

If it insists on being invisible still, you'll probably also need to figure out some way to make sure that the entity is linked into the server's pvs nodes. I expect Preach has a tutorial for that somewhere, probably involving triggering a teleporter... I'm not sure if its actually needed though. 
 
Thanks, got it! 
Sleeping Zombies 
Do you think there's a way to make zombies start off lying down and only "wake up" after certain conditions are met? Something smoother than a hurt trigger keeping them incapacitated (not least because of the pain sounds). I was just wondering considering that freak glitch where zombies sometimes don't get up again but can't be gibbed, either. Something to make use of? 
 
zombies use walkmove to get up, so while you could probably create some sort of crusher that squishes into them for 50 damage at a time and then stops above them, that'll both knock them down and prevent them from getting up. you can then killtarget the crusher and they'll be able to move again.

however, walkmove also includes a down-tracebox from 22qu above so you'll need your crusher to sit at least 24qu off the floor, which is also more than the player can step.
so you might need to make your crusher as a stepped-pyramid so that your player can still step over the sleeping zombie.

make it out of clip brushes and it'll be invisible. many qbsps complain at that though.
a train that moves to a single path_corner will do it (with a really long/infinite pause), there's probably some better way.

obviously it'll still keep playing zombie/z_idle.wav every 5.1 seconds... and flicker between $paine11 and $paine12 at the sameish time.
alternatively, AD has some proper feature for it... 
Other Hacks 
There's a way to make a silent zombie corpse which can be triggered to wake up using SUB_CalcMoveDone. The problem is that it's always solid, and also wakes up (without playing the animation) if you shoot it. So you'd need to build a skip brush shield around it which you killtarget, which is pretty much the same as putting a zombie inside a skip shell then hitting it for 25 damage at the start of the map. The skip shell prevents it from standing up, so you don't need to keep injuring it.

Anyway, if the marginal benefits of silence and waking up the instant you trigger it are worthwhile, the entity goes like this:

"classname" "SUB_CalcMoveDone"
"origin" "240 -64 56"

//finaldest must be the actual origin
/you want the monster to appear at
"finaldest" "240 -64 56"
"think1" "monster_zombie"
"use" "zombie_paine12"
"targetname" "reanimate"
"frame" "172"
"yaw_speed" "20"
"view_ofs" "0 0 25"
"flags" "32"
"takedamage" "2"
 
This Thread Delivers 
Thanks, guys.

Ineed, this only works in certain special situations due to the clipping/skip box thing, not for zombies lying around in openly accessible areas (=on the floor). For the spot I have in mind, however, the hack is just perfect. 
Preaxch Delivers 
He's the best. 
Custom Bmodel-type Entity 
Another noobish question that I feel has either been answered before and I'm too dumb to find or can't remember.

I know how to create custom stuff based off other entities using their model/modelindex values, but how do I make an info_notnull brush entity appear in the first place - visibly, that is. A function to get it started on the actual bmodel, like InitTrigger for trigger volumes.
Thought I could make a simple nonsolid prop that's doing something or nothing depending on the touch function. Problem is nothing shows up in game. 
I Believe 
You need to use a func_illusionary hack. 
Displaying A Model 
func_illusionary has the problem that it makes the entity static straight after, so you can't make it interactive.

Probably the best thing to do is to use
http://celephais.net/board/view_thread.php?id=37116&start=36&end=36
to create a visible entity. If the "model" key added to your brush entity by the compiler is "*1", you need to use modelindex 2 (0 is no model and 1 is the world, 2 is the first "free choice" slot).

You'll probably need to handle any interaction in separate entities (e.g. killtarget this entity) - InitTrigger interferes with this trick, likely because it calls setmodel. 
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