#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.
#476 posted by NewHouse on 2016/08/18 21:07:52
Sure, I will use the original Quake soundtrack by NiN.
#477 posted by NewHouse on 2016/08/18 21:41:35
Everything is almost done, just last playtest sessions, figuring out where to put clips if too much detail and.. good intermission camera spot.. and trigger_changelevel to "jam7_start", right? Do we need to send only bsp file?
Stuff To Send
#478 posted by Ionous at work on 2016/08/18 21:50:00
Bsp file
Lit file (if using colored lighting)
Map file
Txt file if you'd like me to include it
#479 posted by Rick on 2016/08/18 21:51:49
The old way of making a simple logic gate is to use a trigger_multiple that, instead of doing what you want, targets a spike shooter aimed at a shootable button, and the button actually does what you want.
Block the spikes from hitting the button with door or func_wall and either move the door or kill the wall when you're ready for the trigger>shooter>button chain to work.
#478
#480 posted by NewHouse on 2016/08/18 22:02:55
Bsp, lit and messy map file.. okay.
#481 posted by NewHouse on 2016/08/18 22:40:27
By The way, what does that option in Light.exe "Level4" means, and in Vis is Extra4.
#482 posted by NewHouse on 2016/08/18 22:43:24
I mean other way around.. Vis has level4 option and Light Extra4
#483 posted by Rick on 2016/08/18 23:07:43
Light -extra4 -soft options are used on final compile for highest quality. Smooths the edges of the shadows to reduce the jagged stair step effect.
I don't know how much difference level 4 makes with vis. I don't think I ever used it for some reason.
Level 4 Is Full Vis
And is default in most compilers.
Pretty certain that -soft is also on by default.
NewHouse
#486 posted by Preach on 2016/08/19 00:41:40
Are you making the box outside the map hollow? That's what you need. If you're still having trouble, look at the step-by-step, and you'll notice that at the end of each step there's detail of what behaviour you should see. Do the steps in order, check for the behaviour, and report at which step you don't get the behaviour in the post.
Preach
#487 posted by NewHouse on 2016/08/19 01:02:45
Everything is working like you described.. I don't anything wrong with the way I already did it. It's working. I don't know what you mean by 'hollow' I just placed that box outside of 'gameplay areas' where player or enemies never touch them or be even close to them.
#488 posted by NewHouse on 2016/08/19 01:03:44
I don't see anything wrong with the way I already did it..*
so I guess I did it right, if it's working.
#489 posted by NewHouse on 2016/08/19 01:13:09
Currently I'm just playtesting different skill levels. Is there much time left?
How Is Everyone Doing?
#490 posted by NewHouse on 2016/08/19 01:25:47
Just wondering.
Well
#491 posted by mjb on 2016/08/19 01:42:17
Final touches, and making my text document!
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