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
*******************************************/
Does This Mean What Phait Wants?
#5425 posted by Mike Woodham on 2006/10/09 14:08:45
/******************************************
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
*******************************************/
Metl
#5426 posted by gone on 2006/10/12 02:01:07
aguires` qbsp removes texture paths if u use q2 map mode
Speed:
#5427 posted by metlslime on 2006/10/12 12:03:49
Sure, but at that point what's the purpose of having Q1 support in an editor? I can use sleepy's mapconv.exe and make the map in qeradiant too.
Killable Water
#5428 posted by inertia on 2006/10/12 23:26:47
Can it be done?
I want to drain an area...
Use
#5429 posted by metlslime on 2006/10/13 00:31:09
pox_extras mod... it has moving water volumes.
And
#5430 posted by madfox on 2006/10/13 23:19:49
exploding barrels! I have just altered my own progs with it! I couldn't delete the bot code,as it started giving errors.
http://members.home.nl/gimli/extras_r4.zip
Another noob question: if I want to spawn a new monster in the explosion of a Vormit,where in the qc should I look?
Killable Water
#5431 posted by . on 2006/10/13 23:46:29
Or just make the room the water is in, a func_train... this won't always work well depending what kind/size room.
Void - Black Lit Entities
#5432 posted by ijed on 2006/10/16 07:18:04
Phait - q2 has func_water which assumes it will move pretty much like a func_door, it was later updated by the lazarus mod to include lots of nice features (mud, sine wave bobbing etc.).
but as far as I know nothing exists for water to be killable because of the way quake calculates the world in the vis/bsp process. I'd recommend not allowing the player to touch it and then changing it to a func_wall - it'll be solid and i cant remember if it would animate or be frozen (the texture) but you'd be able to kill it.
also - i remember some discussion on this, but what are the workarounds for enemies + items appearing black when not above a solid brush - ie. floating in the void, typically scrags and other fliers, although i've had problems with func_trains and others.
For Lighting In The Void
#5433 posted by czg on 2006/10/16 07:34:40
The bottom layer should be a brush with any normal texture (scaled up 40 times or something), then a brush with your black sky. You might have to make the sky brush a func_illusionary.
Place a huge light at the bottom to light it all. Hint: make it a spotlight pointing down with a 180 degree cone. This way you avoid spilling light upwards to the rest of the level.
As for trains, they are lit wherever they are built and then moved into the correct position upon map load. If you need to, you can build it in a small room outside the level that is floodlit.
Void-lighting
#5434 posted by Kell on 2006/10/16 08:32:08
what are the workarounds for enemies + items appearing black when not above a solid brush - ie. floating in the void
Short version: place a brush inside the bottom skybrush. Light its top surface.
Long version: http://www.celephais.net/board/view_thread.php?id=4&start=4765
Groovy
#5435 posted by ijed on 2006/10/16 08:59:55
i'd considered a solution like this but wasn't sure how light knew that there was a brush 'outside' the world (inside the bottom skybrush). I'm using sunlight so maybe I won't need to place spotlights on the floor, though as my skybrushes are already with texture size 9999x9999 it wouldn't be too much of a hardship to copy paste. i've also got the lower walls being skybrushes as well, solid geometry doesn't touch the lowest skybrush, so lighting wouldn't be a problem - all brushes are flush to the base, to help VIS, though it does spoil the illusion slightly when the player falls into the void.
cheers!
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