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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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Killing The Player 
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 
...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. 
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 
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). 
 
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 
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 
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 
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... 
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! 
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 
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... 
... 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 
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 
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. 
Ijed 
Ok, I think I'll just stick to mapping for the time being. 
Whoah 
This thread is active, I must say. Have everybody figured everything out by now, or what..? Well, I sure have not. For instance, is it a problem to have two brushes occupying the same space - like, say I want to make a column appear to support a wedged ceiling.. so I simply create a brush from the floor to the ceiling, only that brush "collides" with part of the wedge. Should I carve the ceiling with my column, or just leave it the way it is...? 
Just Leave It 
QBSP will sort it out just fine.

Be careful with having two faces overlapping though. 
Brush Junctions 
No or big overlaps = OK
Small overlaps = very bad

Usually, neat brushwork pays off in the end. 
And, Under All Circumstances... 
...avoid "carving". Your tool of choice will make far worse decisions about breaking up brushes than you, with a bit of planning, will. 
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