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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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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. 
 
What I mean is having a brush-based info_notnull show up in game like a normal entity would - instead of 'visually cloning' an existing entity in a point info_notnull. All in one edict if that's possible. It appears a brush info_notnull strips itself of its own model/modelindex properties unless if used as a trigger volume (the model=bbox part in this case). 
Trigger Volume 
The trick does work with a single brush-based entity (referencing the modelindex of its own model). It is - like you suggest - when you turn it into a trigger that things go wrong, because the trigger is trying to do its own thing with the model code which interferes with the modelindex hack. If you didn't want a trigger, you'd probably be OK. 
 
To avoid a possible misunderstanding: I'm not using any trigger stuff, just mentioned it as an example.
I can't seem to get it working as a visible entity just like that, even if I make the info_notnull reference its own modelindex (unless I'm doing something fundamentally wrong and can't see it). That's why I thought perhaps there was some neat think function to run (in a similar way that InitTrigger that makes the bbox appear); sort of like "think" "func_wall", for instance, but without the hardcoded behavior this would add.

The weird thing is, I'm under the impression that for a while I had some floor bits show up just being brush info_notnull without any extra fields, but at some point during development this ceased to work. IIRC, anyway... 
Brush Based Entities 
If you add a brush entity with classname "info_notnull" it gets translated by the compiler something into this:
{
"classname" "info_notnull"
"model" "*1"
}

What may vary is the number after the * in the model key. What you want to do is add keys to that brush entity so it ends up like this after compilation
{
"modelindex" "2"
"mdl" "progs/player.mdl"
"think" "SUB_regen"
"nextthink" "0.1"
"classname" "info_notnull"
"model" "*1"
}

The tricky part is that you need that modelindex key to be 1 larger than whatever number the compiler decides to put into the model key. The numbers are given out in order by the compiler but if you delete other entities or do something to reorder them in the .map file it may change.

If you do all of that, you should get a visible entity which is only different from a func_illusionary because it is non-static and so can be killtargeted or given a use function. You can probably move SUB_regen into the classname slot and use a different think function as well. However, bear in mind that many other hacks (like the aforementioned trigger stuff) does break this hack, it's pretty fragile. 
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