Keys That Target Things
#5465 posted by Mike Woodham on 2006/10/29 08:21:22
I have a gold key that targets other events e.g. spawn a monster. I collect the gold key and sure enough, the monster spawns in.
In another map, I have exactly the same set-up but the monster doesn't spawn in. In the editor I can see that the key is linked to the monster, and target and targetnames are correct.
Why would it work in one map and not in the other?
Targets
#5466 posted by Preach on 2006/10/29 08:43:49
Wait, so the key is targetting the monster itself? Does that mean you're using a modified progs like spawn64, where you set a flag on a monster to spawn it? It's possible that custom code would behave oddly. Otherwise I can't see any reason why a key would fail to target something if you replace it with, say, a button with the same target.
Forget It...
#5467 posted by Mike Woodham on 2006/10/29 08:46:57
... more haste, less speed.
I hadn't vis'd the map. The monster was there, I just couldn't see it. Ho hum!
Preach
#5468 posted by Mike Woodham on 2006/10/29 08:54:09
Wasn't ignoring you, our messages overlapped.
And yes, I'm using your 'style 1' idea and it all works just fine. It's just that Qbsp takes 3.5 minutes and Vis takes another 3, so I don't use it (or Light) when I'm only doing quick checks.
As I say, everything is all right. I might even post some screenies sometime.
Oh, In That Case
#5469 posted by Preach on 2006/10/29 09:42:21
You might want to check out the tutorial I posted on inside3d a few months back.
http://www.inside3d.com/showtutorial.php?id=171
It's a kinda updated version, makes it so it uses spawnflags(which does make more sense really) and cuts down on the amount of code you need to change to integrate it(you no longer need to modify each monster to teleport it). Practically though it doesn't add anything the old code didn't do, so there's no "need" to migrate the map if it works as it is. It is a much nicer base to work from if you need custom monsters though, so I thought I'd advertise it here for people to use in future.
Hm,
#5470 posted by necros on 2006/10/29 11:16:47
i like your method a lot more preach. much cleaner.
#5471 posted by Trinca on 2006/10/29 12:23:12
necros if u have msn add me trinquinha@gmail.com
i need last .mdls :)
Preach
#5472 posted by Mike Woodham on 2006/10/29 12:45:24
Yes, I agree with necros; a much neater solution.
However, I had already changed all the monsters to the 'style' method sometime ago and as everything is working OK, I'll stick with it now.
Aguirre
#5473 posted by Kinn on 2006/10/30 16:37:24
cheers for the quark info, although i may have a solution in the pipeline anyway now
AguirRe
#5474 posted by Mike Woodham on 2006/10/31 15:14:06
Just a silly thing really: I'm using your engine to test my map as Fitz balks with the SZ_GetSpace error (I know what I have to do), and I notice that if a monster's bounding box overlaps an edge (perhaps he's standing on a crate) your 1.31 engine gives a 'walkmonster stuck in wall' type warning. He's still available for slaughter in-game so it is no problem but I don't see this kind of warning in FQ.
It only seems to happen in Fitz if the monster is actually inside or partly inside a brush.
Umm, just an observation.
Rotating Entities
#5475 posted by Mike Woodham on 2006/10/31 15:16:25
OK, I'll throw it open - can anyone help with my query in post #5452 above?
Thought You Had The Hipnotic.qc Already
#5476 posted by madfox on 2006/11/01 20:31:55
STEP 1. Make a brush or group of brushes to rotate.
STEP 2. Place an info_rotate entity at the centre of rotation. Give it a targetname
STEP 3. Convert the brush(es) from step#1 into a rotate_object, give it a targetname, and set it's target to the info_rotate from step#2
STEP 4. Create a func_rotate_entity - placement doesn't matter, but it's a good idea to put it near the object it's related to (directly above the info_rotate seems like the best spot). Set it's target to the rotate_object from step #3 and fill in the rest of the data. NOTE: the 'rotate rate' must be in this format '0 0 0' each number controls the rate of rotaion in each axis (x y z) - the higher the number, the faster the rotation. Positive numbers are clockwise and negative numbers are counter-clockwise. You can also target this entity from a button to start/stop the rotaion, but you'll also have to set it's 'TOGGLE' (and possibly 'START_ON') spawnflag(s).
STEP 5. Build!
You should now have a continuous rotating object, doors are similar to set up. Rotating platforms are similar but need path_rotate entities to follow They are a pain to setup and are not covered here.
I found it in the extras_r4 I'm working with.
http://members.home.nl/gimli/rotate.html
Oops
#5477 posted by madfox on 2006/11/01 20:38:25
It is for the Paroxysm Mod, so I don't know if it is the same for the hipnotics.qc
Yeap,
#5478 posted by HeadThump on 2006/11/01 21:02:17
it's the same. Hiprot.qc is in the compile list for Paroxysm's Extras.
This brings up an idea Kell and I tossed around once. Anyone have ideas on making the rotation code easier to use? I suggested that because the Half-Life rotation code is easier to use for a mapper there has to be a better way to do it, and Kell reminded me that the hull structure is different in Half-Life and that could possibly account for the difference.
It is one of those things I'll need to get around to at some point in time for my own modding needs, but I would be interested if someone like, for instance QuakeCSuperFly Preach, has already done so or given some thought to it.
Half-life Rotation
#5479 posted by metlslime on 2006/11/01 21:31:37
half-life rotation and quake2 rotation are easier becuase they support "origin" brushes, which define the rotation point. Without that, we need the "info_rotate" entity.
however, I have a theory that it would be possible to have origin brushes supported in quake simply by adding support to qbsp.
And then you could write your quakec rotation code to take that qbsp change into account (should be much easier -- rotating brushes in quake are totally hacked and becuase all bmodels have their true origin at the center of the world.)
Also:
#5480 posted by metlslime on 2006/11/01 21:33:34
Preach, i just used your monster spawning code from i3d. Very straightforward. Thanks!
http://www.inside3d.com/showtutorial.php?id=171
I Tried Some Doors...
#5481 posted by madfox on 2006/11/01 22:36:46
http://members.home.nl/gimli/doors.7z
can't time them to shut, though they turn at the same time.
Rotation Judder
#5482 posted by Mike Woodham on 2006/11/02 04:51:16
This is a video of the problem I have:-
http://www.mysharefile.com/v/2534536/rotate_judder_v2.avi.html
(It's 6meg so if you are on dial-up it's probably not worth it, and my apologies for the 12 secs delay before you can download)
In-game the judder is much worse, at least twice as bad - the video capture program affects the fps so this extract may not come across as anything to worry about.
Both doors are set up the same with the exception of the direction parameters.
MadFox
#5483 posted by Mike Woodham on 2006/11/02 05:07:59
You have your rotation bits slightly mixed up.
I think this is what you want: from the player's point of view whan you walk on the button the two doors open inwards and stop until the second button is walked on (actually, either button toggles the doors).
{
"classname" "rotate_object"
"target" "t10"
"targetname" "right_door"
{
//"0000" "0"
( 16 0 -272 ) ( 16 88 -272 ) ( 16 88 -400 ) DR05_2 384 -128 0 0.25 0.25
( 0 0 -400 ) ( 0 88 -400 ) ( 0 88 -272 ) DR05_2 0 -128 0 1.0 1.0
( 0 88 -400 ) ( 16 88 -400 ) ( 16 88 -272 ) DR05_2 -64 -128 0 1.0 1.0
( 0 0 -272 ) ( 16 0 -272 ) ( 16 0 -400 ) DR05_2 -64 -128 0 1.0 1.0
( 0 0 -400 ) ( 16 0 -400 ) ( 16 88 -400 ) DR05_2 -64 0 0 1.0 1.0
( 0 88 -272 ) ( 16 88 -272 ) ( 16 0 -272 ) DR05_2 -64 0 0 1.0 1.0
}
}
{
//"0000"
"classname" "info_rotate"
"targetname" "t10"
"origin" "0 88 -272"
}
{
//"0000"
"classname" "func_rotate_door"
"target" "right_door"
"rotate" "0 1 0"
"targetname" "door_mover"
"origin" "0 88 -272"
"angles" "0 -90 0"
}
{
"wait" "2"
"classname" "func_button"
"target" "door_mover"
"angle" "-2"
{
//"0000" "0"
( -120 72 -396 ) ( -120 -72 -396 ) ( -120 -72 -400 ) FLOOR01_5 0 -456 0 1.0 1.0
( -64 72 -400 ) ( -64 -72 -400 ) ( -64 -72 -396 ) FLOOR01_5 0 -456 0 1.0 1.0
( -64 -72 -400 ) ( -120 -72 -400 ) ( -120 -72 -396 ) FLOOR01_5 -8 -456 0 1.0 1.0
( -64 72 -396 ) ( -120 72 -396 ) ( -120 72 -400 ) FLOOR01_5 -8 -456 0 1.0 1.0
( -64 72 -400 ) ( -120 72 -400 ) ( -120 -72 -400 ) FLOOR01_5 -8 0 0 1.0 1.0
( -64 -72 -396 ) ( -120 -72 -396 ) ( -120 72 -396 ) FLOOR01_5 -8 0 0 1.0 1.0
}
}
{
"wait" "2"
"angle" "-2"
"target" "door_mover"
"classname" "func_button"
{
//"0000" "0"
( 112 -72 -396 ) ( 56 -72 -396 ) ( 56 72 -396 ) FLOOR01_5 -8 0 0 1.0 1.0
( 112 72 -400 ) ( 56 72 -400 ) ( 56 -72 -400 ) FLOOR01_5 -8 0 0 1.0 1.0
( 112 72 -396 ) ( 56 72 -396 ) ( 56 72 -400 ) FLOOR01_5 -8 -456 0 1.0 1.0
( 112 -72 -400 ) ( 56 -72 -400 ) ( 56 -72 -396 ) FLOOR01_5 -8 -456 0 1.0 1.0
( 112 72 -400 ) ( 112 -72 -400 ) ( 112 -72 -396 ) FLOOR01_5 0 -456 0 1.0 1.0
( 56 72 -396 ) ( 56 -72 -396 ) ( 56 -72 -400 ) FLOOR01_5 0 -456 0 1.0 1.0
}
}
{
//"0000"
"angles" "0 90 0"
"origin" "0 -88 -272"
"targetname" "door_mover"
"rotate" "0 1 0"
"target" "left_door"
"classname" "func_rotate_door"
}
{
//"0000"
"origin" "0 -88 -272"
"targetname" "t10"
"classname" "info_rotate"
}
{
"targetname" "left_door"
"target" "t10"
"classname" "rotate_object"
{
//"0000" "0"
( 16 -88 -272 ) ( 0 -88 -272 ) ( 0 0 -272 ) DR05_2 -64 0 0 1.0 1.0
( 16 0 -400 ) ( 0 0 -400 ) ( 0 -88 -400 ) DR05_2 -64 0 0 1.0 1.0
( 16 0 -272 ) ( 0 0 -272 ) ( 0 0 -400 ) DR05_2 -64 -128 0 1.0 1.0
( 16 -88 -400 ) ( 0 -88 -400 ) ( 0 -88 -272 ) DR05_2 -64 -128 0 1.0 1.0
( 16 0 -400 ) ( 16 -88 -400 ) ( 16 -88 -272 ) DR05_2 0 -128 0 1.0 1.0
( 0 0 -272 ) ( 0 -88 -272 ) ( 0 -88 -400 ) DR05_2 384 -128 0 0.25 0.25
}
}
If you move your existing doors, buttons and entities out of the way and then save the map, you can then copy and paste the above straight into your map file, it should work.
The func_rotate_door is not the door but the entity that causes the door to move. The door itself, the bit that you see move in the game, is called rotate_object.
I've copied this from the map file I just created based on your sample, so it is not in any sort of order but once you see it in the editor it will probably make sense.
Let me know if this is OK but if not, I can always e-mail the map to you.
Madfox
#5484 posted by Mike Woodham on 2006/11/02 05:10:01
By 'inwards' I mean that the doors open away from the player.
??!
#5485 posted by necros on 2006/11/02 11:48:22
half-life rotation and quake2 rotation are easier becuase they support "origin" brushes, which define the rotation point. Without that, we need the "info_rotate" entity.
however, I have a theory that it would be possible to have origin brushes supported in quake simply by adding support to qbsp.
And then you could write your quakec rotation code to take that qbsp change into account (should be much easier -- rotating brushes in quake are totally hacked and becuase all bmodels have their true origin at the center of the world.)
What?! that'd be... well, awesome. i would absolutely love to know how this is done. :o
Yes
#5486 posted by madfox on 2006/11/02 11:58:46
thanks for your replacement of the map.
it works better now.
I saw your question, and as I'm also working with a hipnotic.qc I wondered why you couldn't get your doors open similair. So I compiled this map as explain.
But in your avi I understand the problem. Seems as if one of the func_rotate_door and info_rotate won't correspondent.
As if they are not on the same axe, but I think that was also the reason of your question.
Odd, Can't think of something else.
Maybe the Paroxysm mod tutorial can help, although I couldn't make it work.
MadFox
#5487 posted by Mike Woodham on 2006/11/02 14:45:17
OK, I can see what's wrong.
The info_rotate entities should be unique to each door. So, the "targetname" "t10" needs to be changed to "targetname" "left_info" on the info_rotate for the lefthand door, and to "targetname" "right_info" on the info_rotate for the righthand door. Then make the left and right rotate_objects target their respective info_rotates.
No judder, super smooth.
If this is a little confusing, I can send you a working example.
Dunno If Anyone Can Help
#5488 posted by necros on 2006/11/03 00:40:52
but this has been pissing me off all day...
acceleration = ((v*v) - v) / ((2 * delta_d) - delta_t);
v is final velocity
this should give me an acceleration that would accelerate an object to v in delta_t time, simultaneously making it such that it attains those two criteria after moving delta_d distance... right??
Necros
#5489 posted by JPL on 2006/11/03 02:44:48
just regarding the function, it is not consistent in term of units
In extenso:
acceleration should be in m/(s^2)
delta_t is a time in s
delta_d is a distance in m
v is a speed in m/s
So I heavily guess there is an error in the math: where did you pick up this function ?
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