To Clarify
#5793 posted by Drew on 2007/01/14 12:00:52
the blocks I am referring to in part 2 are in the 2d view, obviously.
Question 1 will be sorted out soon, because I'll be moving back to my original comp, but question 2 is important. It's the biggest problem I have with WC 3.3.
Does That Mean
#5794 posted by negke on 2007/01/14 14:12:19
the drew is finally back for good? oh, my dreams have come true! (at least the g-rated ones :P)
Yeah, Well
#5795 posted by Drew on 2007/01/16 05:23:37
We'll have to see if I can get my shit together here. It's all fucked up right now. But I'll make my triumphant, dominating, swaggering speedmapping return soon. And Neg!ke, you'll get the ladyboy photos soon, too.
#5796 posted by Drew on 2007/01/16 08:12:53
Also, that is the last ladyboy joke I'll ever make. It's dead now. And I don't like to joke about dead girls, even if they had a dick.
Moving on, can anyone help me with these WC problems? If you do I'll give you a SM sometime soon.
Arghargh Milkshape Argh!
#5797 posted by Spirit on 2007/01/16 22:36:00
So I want to animate a model. I added a "skeleton" of joints. Then I selected the specific joints, hold shift, selected the appropiate vertices and clicked assign. I did that for all body parts. But when I now select a joint and move it, the vertices are not following (as I think they should?).
Any idea?
Killing The Player
#5798 posted by ijed on 2007/01/21 02:17:58
Aside from multiple info_notnull explosions is there an efficient way to kill the player after a time limit has passed. Basicly they need to escape (change level) before a time limit has passed. I�m working under Qouth and the info_command allows me to use the console command kill. This doesn�t work because it still applies after the player completes the level - restarting it. As well as this the player doesn�t die, the level just restarts instantly. If all else fails I can just set up lots of explosions, but I get the feeling there is a hack of some kind that will let me do this neatly.
Cheers.
Trigger_hurt
#5799 posted by distrans on 2007/01/21 04:24:20
...that covers the volume the player may be in at the end of the countdown. Make it hurt big time though, and of course make sure there are no pents available.
CZG made a level called "Sky Palace" which demonstrates the concept admirably. But it doesn't seem to be on his site any longer http://czg.leveldesign.org/q/index.html
But I think it's available at quaddicted: http://www.quaddicted.com/filebase/czg02s1.zip
Neg!ke's HL Textured Speedmap.
#5800 posted by than on 2007/01/21 05:00:38
Neg!ke made a speedmap with HL textures where you had to minutes to reach the toilet before you exploded. You should ask him how he did that - perhaps you can trigger a trigger_hurt that surrounds the whole level when the countdown expires - I've never bothered to try, but I would imagine that is how it works.
Yes
#5801 posted by negke on 2007/01/21 11:07:49
like than said.
standard trigger hack with a large brush covering the entire map. when activated it only kills the player while the monsters stay alive (in most cases).
#5802 posted by czg on 2007/01/21 12:07:37
You can't delay the activation of a trigger_hurt in standard quake progs, so use a teleporter with the player only flag set, and teleport the player into a hurty place.
Oh Wait Yeah
#5803 posted by czg on 2007/01/21 12:11:17
you can probably do it with one of those info_notnull hacks
info_notnull{
"use" "trigger_hurt"
"targetname" "killAll"
"solid" "0"
{
//brush info
}
}
But the teleport way might be preferable anyway since then you don't risk getting massive packet overflows as all the monsters are gibbed simultaneously.
Triggering Triggers
#5804 posted by ijed on 2007/01/21 17:45:37
Perfect - maybe now I�ll try revising my .fgd.
Multiple Monsters Triggering
Hi there. I was just wondering if any of you more experienced guys can help me with a simple(?) problem.. I just can't figure out how to make an event being triggered after a number of monsters have been killed. I.e. you must kill three badguys in order for a door to open. I am using worldcraft 3.3, mapping for q1.
NostalGeek
#5806 posted by JPL on 2007/01/22 11:25:27
You must use trigger_counter entity.
So, all 3 monsters must target the trigger_counter.
The trigger_counter count field must be set to 3
The trigger_counter must target your door in order to open it at the end...
Hey Nos...
#5807 posted by distrans on 2007/01/22 11:27:24
Use a trigger_counter with the count set to "3", then give it a targetname "whatever", then give each of the offending beasties a traget field that targets "whatever", aim the trigger_counter at the event.
Hehe, Snap!
#5808 posted by distrans on 2007/01/22 11:28:13
Almost :)
Thanks Guys
Very kind of you to help.. thank you
Pregame Introductary Text
Another question from me: How do you display those little "stories" before or after a game.. you know, the text that "plays" on screen. Is it possible to create such an event with a map editor perhaps?
NostalGeek
#5811 posted by JPL on 2007/01/22 14:32:49
At top of you map, there the worldspawn, in which you have the message field. Put your message there, and it will appear at the beginning of the map ingame. Just be aware that you must not use /n" and " to avoid engine crash (it's not happening all the times but this sometimes the reason for...)
JPL
When I open the "map properties" - window, I see that it says "worldspawn", but the only text I can add there (under "text on entering the world") only displays on the console when the map starts. I do not see any other spot to enter text..?!
So...
#5813 posted by JPL on 2007/01/22 14:52:43
... try it...
I Did
Yes.. I see the text I entered ingame, but that's not quite what I meant. I am trying to find out how to copy what happenes after you have defeated Chton in the first q1 episode. After completing that episode the word "congratulations" appear in the headline, before text is displayed, telling the story of the game so far...
You Have To Compile A New Progs.dat For That
#5815 posted by czg on 2007/01/22 15:06:02
It's in client.qc, line 160.
If you don't know how to compile a new progs.dat or you don't want to include one with your map, there is no way to change it.
Progs.dat
Can I learn how to compile a progs.dat? If so.. where do I get started?
NostalGeek
#5817 posted by ijed on 2007/01/22 16:02:20
modifying progs is a fairly advanced task - from a mapping perspective anyway, and it sounds like you're learning - I wouldn't advise going for coding just yet.
Having said that it's fairly simple to find the specific message and rewrite it as you please; though it does mean you'll have to release a pack instead of just the .bsp and compile the thing in the first place.
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