Last Day!
#451 posted by mjb on 2016/08/18 12:14:37
I am getting pretty worn out with this map, which is probably a good thing. Same feeling when I was finishing Horse Named Quake so I know the end is nigh.
I was even able to get one external completely (non-quaker) to test the map and it was with pretty decent results.
I just need to make a run through on all skills and verify I can reach start to finish without any horrendous bugs. If time allows, I may make adjustments to small things but map playability is the biggest concern now.
I will be submitting my map and its files to Ionous this evening!
Rick
#452 posted by NewHouse on 2016/08/18 13:12:41
Oh, and good morning for everybody it's 01:12PM for me now >_>; sleeping rhythm is messed up.. but anyway it's last day.
Thanks you very much, haven't had moment to create intermission camera yet so that speeds up it so much.
There is going to be hard for me to figure out Hard mode, 'cause even normal mode is meant to be a bit tight when it comes to ammunition, and if adding eddies and more stronger enemies if increases the need for more bullets so much*
Khreathor
#453 posted by NewHouse on 2016/08/18 13:17:32
That room looks like a really big trap, it gives that feeling pretty well, and I like it.
It doesn't matter if there is only few maps.. but everyone doing their best that's only that matters really*
#441
#454 posted by NewHouse on 2016/08/18 16:45:13
I tried that.. but my intention was a little different actually. Is it possible to make block calls through info_logic_inopen by sealing them inside brush func_wall and then activating them by killing that brush func_wall?
I Simple Don't Get It
#455 posted by NewHouse on 2016/08/18 16:49:54
I want to make some of the triggers not be triggered until player picks the gold key/enters first time control room.
My intention is to activate triggers ready for backtracking route 'same route you passed earlier', those triggers aren't delayed or triggered immediately, but are ready for the "backtracking".
#456 posted by NewHouse on 2016/08/18 16:53:14
I tried to put info_logic_inopen inside func_wall and by killing that func_wall let the trigger be triggered.. but it didn't do that.. only if I don't seal it, but then it is still "on".
I didn't understand what sealed box meant, so I made sealed box like room and places info_logic_inopen there, but it worked same way with or without being inside box.
#457 posted by NewHouse on 2016/08/18 16:56:13
Please don't say I didn't use the right func_wall.. so there is func_togglewall as well..
#458 posted by NewHouse on 2016/08/18 17:10:02
Sorry making wall of text guys but, Yeah that was the problem this time >_>;
#459 posted by NewHouse on 2016/08/18 17:14:59
But now I'm just wondering how to make actual trigger "off" especially if the trigger is trigger_once. Even though it might not now send that call, it still registers when player touches it and the ambush/attack will never happens.
Don't Feel Bad
#460 posted by mjb on 2016/08/18 17:23:07
Push comes to shove, you are in search for answers.
I wanted a few instances where a trigger was "disabled" until later in the map. I ended up making workarounds to get the result I wanted as I did not want to invest the time into playing with the logic gates.
Good luck to you!
#461 posted by NewHouse on 2016/08/18 17:37:03
But that's the best part of the map >_>;;
Help Please?
#462 posted by NewHouse on 2016/08/18 17:38:18
I really hope there is answers somewhere, I have been trying to undertand that Quoth bible more and more but deadline comes closer and closer.
Multiple
#463 posted by mjb on 2016/08/18 18:24:31
Could you make the Trigger_Once a Trigger_Multiple?
Have the trigger "closed" and then triggered to "open" once you collect the key. Once the player activates the trigger, close it again.
Multiple Or Onlyregistered?
#464 posted by NewHouse on 2016/08/18 18:30:58
I just starting trying that ; )
But I'm sure there will be some complications if trigger activates lifts, traps and so on. Unless I kill the trigger right after activating it.. but if it's func_train (ambush) I how that opening wall don't open and just closes immediately ^^;;
What does onlyregistered means btw?
#465 posted by anonymous user on 2016/08/18 18:31:54
I hope* that opening wall don't open and just closes immediately
Register
#466 posted by mjb on 2016/08/18 18:33:56
Don't worry about that trigger.
Basically used for the shareware version of Quake that would fire off to separate the full version versus the demo.
Yes, that would be what you would want to do. Kill the trigger or close it when it fires off. Even if it triggers a moving func_platform...once it is triggered it will continue to do its func thing.
#467 posted by anonymous user on 2016/08/18 18:52:58
1. Pickup gold key -> send call to target(s) "GoldKeyAlerd".
2. info_logic_inopen is inside func_togglewall.
func_togglewall targetname is same "GoldKeyAlert".
3. trigger targets info_logic_inopen inside that func_togglewall. info_logic_inopen targets my func_train trap.
4. I duplicate same info_logic_inopen and set it to target new trigger_delay. Because trigger_delay seems to be able to killtargets.
5. triggere_delay kill that trigger_multiple.. all that should happen in same game logic loop whatever.
#468 posted by NewHouse on 2016/08/18 18:53:21
And hopefully this works..
#469 posted by NewHouse on 2016/08/18 18:58:57
Sorry I was in hurry a lots of typos, hopefully you at least the idea of what I'm trying out ^^;
#470 posted by anonymous user on 2016/08/18 18:59:43
in a hurry*
get the idea* >_>
Triggered Funcs
#471 posted by Qmaster on 2016/08/18 19:03:37
Func_plat - once triggered any further triggerings have no affect.
Func_train - same
Func_togglewall - toggles with each targetting
Func_wall - activates with each targetting
Func_door - if wait > -1 then door will open close after wait and can be retriggered to open again
if wait == -1 then door will only open once
if wait == -1 && flag for "toggle" is set, then door will toggle from open to close to open to close to etc. with each targetting.
#472 posted by NewHouse on 2016/08/18 19:18:36
Yes, it works with multiple and probadly also kills the target after using those relays to kill triggers after using them.
#473 posted by NewHouse on 2016/08/18 20:54:31
Do you set some of the track to play on background?
#474 posted by anonymous user on 2016/08/18 20:54:43
How do you set*
Sounds
#475 posted by mjb on 2016/08/18 20:59:11
Worldspawn
Key: sounds
value: number of track desired.
If you are using the original NiN music then entering 6 would play the standard base theme.
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