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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Host Error 
After I made the changes I can't start Quake.

CALL0 : 1455 (?)
ai.qc : ai_run
vorebabe.qc : vorebabe_run1
NO FUNCTION

I think I have made no definition for the ai_run, but I don't know how.
http://members.home.nl/gimli/vorebabe.qc 
And I Run... 
The problem is now too much running. When a monster calls ai_run but doesn't have a target, as happens when this monster spawns, it decides to try and walk if it has a movetarget, or stand otherwise. The problem is that at the moment you've given it the same standing animation as the run animation, so it calls ai_run again, trapping it in a loop.

The fix is to put back the walk frames AS WELL. Don't replace the run animations, but add these functions too:

void () vorebabe_stand1 = [$walk1, vorebabe_stand1] {ai_stand();};

void () vorebabe_walk1 = [$walk1, vorebabe_walk2] {ai_walk(1);};
void () vorebabe_walk2 = [$walk2, vorebabe_walk3] {ai_walk(4);};
void () vorebabe_walk3 = [$walk3, vorebabe_walk4] {ai_walk(3);};
void () vorebabe_walk4 = [$walk4, vorebabe_walk5] {ai_walk(5);};
void () vorebabe_walk5 = [$walk5, vorebabe_walk6] {ai_walk(6);};
void () vorebabe_walk6 = [$walk6, vorebabe_walk7] {ai_walk(4);};
void () vorebabe_walk7 = [$walk7, vorebabe_walk8] {ai_walk(4);};
void () vorebabe_walk8 = [$walk8, vorebabe_walk9] {ai_walk(3);};
void () vorebabe_walk9 = [$walk9, vorebabe_walk10] {ai_walk(5);};
void () vorebabe_walk10 = [$walk10, vorebabe_walk1] {ai_walk(6);};


Then set the lines in monster_vorebabe to look like:

self.th_stand = vorebabe_stand1;
self.th_walk = vorebabe_walk1;
self.th_run = vorebabe_run1;

Then compile and it'll work.

One more thing, you have the glowing effect on for a few frames, which works fine, except it's possible for the monster to die or go into pain inbetween the light going on and the attack turning it off. This means the light doesn't turn off again, which probably isn't what you want. Add self.effects = 0; to the top of vorebabe_die and to the bottom of vorebabe_pain - so only turn the effect off if the vorebabe actually goes into pain, but do it before you think about gibbing it. 
Pointless Feature Idea 
a "light" field on funcs that lights their faces according to its value? 
Metlslime 
here is the july version Shaderman linked on Map-Center, it has q1 wad support:

http://zerowing.idsoftware.com/files/radiant/nightly/1.5/GtkRadiant-1.5.0-2006-07-22.msi 
 
you can load jpg/tga textures by loading a folder
textures -> directory list then "load" 
AguirRe 
Thanks a lot, it works fine (so far :))
makes mapping in radiant much easier 
Good 
 
Yeah!!! 
Wauw Preach, that's what I searched!
Although you're magic scriptions aren't really clear to me, they seem to plot their aim.

I've seen so many errors now in proqcc I finally can't believe it works. Now I can add two monsters, and change their behaviour.

I have been looking to the shallrath.qc
I wanted making it throw eggs on the player, that explode these vorebabes.
So I first changed the missiles into grenades, and changed the grenade.mdl into an egg.mdl
When these eggs explode, it would spawn two or three vorebabes.

The first thing went right, the shallrath throws eggs, but the attack amount is much too high. I'm looking for the attack time, but have'nt found it yet.

Another thing is to respawn the vorebabes.
I thought to use the multigrenade code, as it has something in common. They first stick at the wall and then explode. But it is more the subroutine of making something respawn after a grenade explosion I meant.

But I think it needs a lot of coding, when a shalrath respawns two vorebabes, it needs another attack, otherwise there'll be soon to much monsters in play.

Hey.., thanks a lot again. 
Kell/Speeds: 
here is the july version Shaderman linked on Map-Center, it has q1 wad support:

Thanks, I'll check it out.

you can load jpg/tga textures by loading a folder
textures -> directory list then "load"


Ah, but q1 map files don't have directory paths in the map file, so you have to put the textures in id1/textures/ rather than id1/textures/blah/ and id1//textures/ doesn't show up in the directory list. 
Water Flow Creation 
I have a small question: I would like to create a flow, in order to force the player to go in a certain direction while crawling.... I tested trigger_push, but unfortunately having a wind sound in the water is not realistic...
So, is there any method to perform a water flow without any sound ? 
Invisible, Silent Func_trains 
maybe? 
Water Current 
we'll try to add something like that to Quoth pak1 
JPL 
The extras pack has a nice waterflow.
You should cheque it out.

http://members.home.nl/gimli/extras_r4.zip 
Kell: 
thanks again! wads loading in radiant! OMG! 
Metlslime / MadFox 
Thanks a lot for your help... 
Resetting A Counter... 
I can't seem to wrap my brain around it, but can you set up a scenario where you have to keep more than one button pressed, in order to keep a door open, using a counter? I.e. failure to do so in a timely manner causes you to have to go back and forth until all the buttons are pressed.

I assume having the correct number of buttons reported to player via the counter could be problematic:

Only 1 more to go... >> Only 2 more to go... >> Only 1 more to go... 
You Could Do It With Logic Gates That Close After A Certain Time 
But not with printing anything worthwhile to the player. 
What Czg Said 
See this post here about logic gates if you're not familiar already.

http://www.celephais.net/board/view_thread.php?id=37116&start=22 
You Could Do It With Logic Gates That Close After A Certain Time 
But not with printing anything worthwhile to the player.

Func is being a stupid whore and not responding to my requests so this probably gets doubleposted. 
You Could Do It With Logic Gates That Close After A Certain Time 
What the hell it's already posted why are you such a dick today, func? 
GTK Question. 
Is there a key/mouse combo to get the texture on a patch to align with one on an adjoining brush? I've got a inverted bevel in a corner made of two brushes, and want it to be flush. 
Delayed Light Styles 
Is there any way to delay a light style?

Say I have a row of lights: A, B, C and D. All of them flicker on/off, but in sequence, going down a hall - and not all at the same time. So you have like this... moving light pulse or something going down a corridor. NOT a traveling light (like the rocket's emitted light). 
The Only Way 
would be to do it via triggers, relays and switchable lights.

because of the way lights work in quake, any light with the same style is updated in the exact same way, so all lights of that style will always be identical.

alternatively, you could modify the progs and create new light styles to do your effect. 
Phait 
what necros said.
i did that in sm118. basically, two relays for each light, all fired at the same time. one for switching the light on after a delay and one for switching it back of after some more delay. all started by an untouchable trigger_multiple that is continuously fired itself after each cycle, so the whole thing starts from new. initially fired by the spawning player of course.
maybe one of these steps could be spared with more clever scripting, but you'll get the idea.. 
Also... 
styled lights can't be toggled. Or vice versa. I'm pretty sure. 
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