Pointless Feature Idea
#5400 posted by neg!ke on 2006/10/06 01:40:19
a "light" field on funcs that lights their faces according to its value?
Metlslime
#5401 posted by Kell on 2006/10/06 01:59:10
#5402 posted by gone on 2006/10/06 04:57:29
you can load jpg/tga textures by loading a folder
textures -> directory list then "load"
AguirRe
#5403 posted by gone on 2006/10/06 08:13:43
Thanks a lot, it works fine (so far :))
makes mapping in radiant much easier
Good
#5404 posted by aguirRe on 2006/10/06 10:26:10
Yeah!!!
#5405 posted by madfox on 2006/10/06 13:05:06
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:
#5406 posted by metlslime on 2006/10/06 13:27:57
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
#5407 posted by JPL on 2006/10/06 14:26:18
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
#5408 posted by metlslime on 2006/10/06 16:12:10
maybe?
Water Current
#5409 posted by Kell on 2006/10/06 17:06:12
we'll try to add something like that to Quoth pak1
JPL
#5410 posted by madfox on 2006/10/06 19:16:52
The extras pack has a nice waterflow.
You should cheque it out.
http://members.home.nl/gimli/extras_r4.zip
Kell:
#5411 posted by metlslime on 2006/10/06 23:00:12
thanks again! wads loading in radiant! OMG!
Metlslime / MadFox
#5412 posted by JPL on 2006/10/07 01:39:01
Thanks a lot for your help...
Resetting A Counter...
#5413 posted by generic on 2006/10/08 08:35:48
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
#5414 posted by czg on 2006/10/08 08:55:31
But not with printing anything worthwhile to the player.
What Czg Said
#5415 posted by R.P.G. on 2006/10/08 09:03:40
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
#5416 posted by czg on 2006/10/08 09:32:35
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
#5417 posted by czg on 2006/10/08 09:48:24
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
#5419 posted by . on 2006/10/08 19:01:57
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
#5420 posted by necros on 2006/10/08 22:13:39
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
#5421 posted by negke on 2006/10/08 23:30:09
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...
#5422 posted by metlslime on 2006/10/08 23:43:09
styled lights can't be toggled. Or vice versa. I'm pretty sure.
Eehhh...
#5423 posted by necros on 2006/10/09 09:48:35
i was typing up an explanation about lights but the for some reason, i pressed something and it went back to the forum index and erased my post.
metl is right though.
Does This Mean What Phait Wants?
#5424 posted by Mike Woodham on 2006/10/09 14:07:58
/******************************************
Switcheable lights that
turn on and off gradually
Affects all switcheable lights in all maps.
Customization : in light entities, set
"speed" to the speed of the turning on/off
(default 1). Set speed to -1 to recover
the default behaviour.
Armin Rigo
*******************************************/
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