News | Forum | People | FAQ | Links | Search | Register | Log in
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.
First | Previous | Next | Last
Other Lethal Weapons 
Although not quite as spectacular as teleport gib fountains, there's a trigger capable of killing all the monsters within a trigger here (the second variety):

https://tomeofpreach.wordpress.com/2017/01/29/rapid-fire-trigger_hurt/ 
Ambient Sounds From A Point 
Can we do them?

For example, the regular torches and fires in quake create a sound that decreases as you walk away, and originates from a point in the map.
Can we do this with custom sounds? Is it possible in id1 or do we need to code something? 
Need To Modify Progs. 
I'm not entirely certain, but to my knowledge, any sound you intend to use in Quake must be precached, and this is done in your progs file. Thus if you intend to use a custom you must modify the progs.dat and therefore must create a mod in essence.

Arcane Dimensions apparently works some black magic to precache any sound you place in the ad/sounds folder and thus you can use your custom sounds without further altering the AD progs. It also supports attenuation (sound at a distance) with the speed key.

In summary, this has already been done but to my knowledge cannot be done in ID1. 
Sounds 
HexenMapper: something like in #8

You can, for example, use a 'notouch' trigger (ideally point entity) with a "use" "train_wait" or "use" "plat_hit_bottom" field or the like, and a corresponding "noise" "ambience/fire1.wav" key, provided the sound is precached as Redfield says. If it's a looped sound, it'll play forever from the origin of this entity, although it'll have a different attenuation than regular ambient sounds. As a bonus, it also possible to killtarget it if you want the sound to stop. 
Any Way To Compile The Func_etc? Like The Fields... 
For doors... The "effects" field... I would do this. I don't want a flame war... I have a sever impediment... It is not laziness...
It would be awesome to be incorperated in the Entity def's and qrk. files etc


Ric... Mapper since 99 
New Post: Five Statues Challenge 
Got a challenge from a reader of the old blog and I can't resist a challenge. The basic premise is to have five statues in the map, where the most recently touched one is selected, causing it to be lit up.

It's a real multimedia extravaganza as well today, with a full write-up, an example map and even a video, so come on down!

https://tomeofpreach.wordpress.com/2018/02/22/five-statues-challenge/ 
Weapon View Angle/Pitch Fix? 
While I know of talisa's/seven's nail-position fix which offsets the NG's & SNG's nails to come out of the barrel instead of your face when aiming upwards, I miss such a fix for every other weapon, especially the GL, which makes shooting upwards a PITA. I'm no coder and wouldn't even try to mess with the source code/progs.dat. So by request, is anyone else up to the task to do it? Thx in advance. 
Nice Preach 
I'm doing exactly the same thing in my current map, except with the AD entity state system, wouldn't have bothered ever trying in vanilla hah. 
Follow Up: The Alternator 
Hot on the heels, the promised hack that lets us ignore the order the entities are placed in the map, but still dictate the order that triggers fire.

https://tomeofpreach.wordpress.com/2018/03/06/the-alternator/

The article also includes how to make an "alternator" - a setup where a single input trigger switches between activating two different targets. 
Brain Teaser For Preach 
Imagine you have several shootable triggers or buttons and want to fire an event once a certain total amount of health has been depleted. The damage done to the triggers transfered to an independent source, so to speak. So you can shoot each a random number of trigger a random number of times and once the overall health depletion reaches n, the event fires. Basically like a counter based on "health" instead of "count". 
 
func_button.target > W_FireAxe notnull hack
W_FireAxe hits a func_door.
Func_door.health = 1000 or 2000 etc.

And voila, just add func_buttons. 
 
but, don't you want the player's actual weapon damage to matter? E.g. shooting it with 10 nails should cause less total damage than 10 rockets. 
 
Make as many "shootable buttons" that you need. Select all of them, turn them all into one func_door with a health value, give it a target, set lip equal to bounding box so it doesn't move. 
^Exactly 
The sum of all damage done combined. No idea if it's possible, and the applications would certainly be limited. For the lack of a better example: a machine needs to be damaged by a certain amount in order to be charged or explode and there are several exposed shootable parts. You can focus on a single one, or shoot each of them equally - the event fires once its global health is depleted. 
 
Exactly was @ metlslime.

But yeah, turning them all into a single door or button should work. Though what happens if they are supposed to be spread all over the map 
 
yeah, will you exceed max efrags and it disappears? I think in modern engines the efrag issue is solved and it is always drawn maybe... 
Spread All Over 
Nothing as far as I know, so long as the lip is set right for whichever movedir is set. I can't recall if func_button has an option to be silent in vanilla, so a func_door probably would work better. 
One Doesn't Tease Preach's Brain With Trivial Matters! 
And yet, I have another possibly simple or already-answered-but-I'm-too-dumb-to-find question: how to spawn fully functional movers like trains, doors and plats half-way through the map? Basically invisible until triggered and then working like normal entities. Think "use" "func_wall" but without being thwarted by precache functions. 
 
I'm indeed stupid. It should work just fine that way as long as you override the sounds. Or is there anything more to it? If not, please delete me. 
#532 
inline models are implicitly precached, so those are not an issue for doors/plats/trains/etc.
while they'll have a model string set, their starting modelindex will be 0, which means they'll remain invisible until they're properly spawned.

regarding sounds, you can just have a second door/plat anywhere else in the map, its sole purpose being to precache the required sounds.

a bigger issue is that if you're using use+targetname, you'll have no way to clear said targetname before the use is called.
this means that plats will need to be triggered twice (one to spawn, once to activate them so that they can be used).
doors are more problematic - you'll need to manually create a trigger field around the missing door to allow it to open, and you'll need to spawn that trigger field the same way as the door otherwise they'll spawn the door when you walk through them the first time. 
@Preach 
Reaching back to this post from 2009 and trying to understand something.

Would this allow for a silent trigger_push? My set up is:

classname info_notnull
use InitTrigger
touch trigger_push_touch
speed 500
angle 90
spawnflags 2
targetname test


Mark V and Quakespasm are still complaining about not caching the ambience/windfly.wav sound file. I thought this was the whole point of this hack.

Thanks! 
@dumptruck_ds 
Just put a trigger_push out in the void and it will ensure that sound is precached and avoid the warnings. 
@c0burn 
Yep, that's in the map off in a tiny room but the hack'd entity plays the sound in that case. 
@c0burn 
Yep, that's in the map off in a tiny room but the hack'd entity plays the sound in that case. 
Different Intent 
The intent is to make a delayed spawn trigger_push. The sound precache is the reason we have to do something a bit different to the standard "classname as use function" hack, it's what we're trying to work around. But the lack of sound is not intended - I would pair this with a regular trigger_push hidden somewhere in the map to perform the precache and remove the warnings.

You'd have to be pretty creative to get rid of the flying sound, only thing I can think might work is finding an entity hack that sets fly_sound on the player to an impossibly high value using ltime shenanigans on a doctored movetype_push entity. Haven't quite cracked that yet.

On a related note, this has reminded me of an undocumented Quoth 2.2 feature: you can specify the sound a trigger_push makes using the "noise" key. You can create a boiing! noise for jumppads, or using "misc/null.wav" will prevent any sound being made. Will write that one up when I get back... 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.