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.
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
#5820 posted by czg on 2007/01/23 22:35:38
QBSP will sort it out just fine.
Be careful with having two faces overlapping though.
Brush Junctions
#5821 posted by aguirRe on 2007/01/23 23:37:55
No or big overlaps = OK
Small overlaps = very bad
Usually, neat brushwork pays off in the end.
And, Under All Circumstances...
#5822 posted by distrans on 2007/01/23 23:56:23
...avoid "carving". Your tool of choice will make far worse decisions about breaking up brushes than you, with a bit of planning, will.
Small Overlaps Are Bad?
#5823 posted by Lunaran on 2007/01/24 05:29:21
Why? What's "small"? 2 units? 32?
Thank You - You Guys Are The Best
Ingame Monsters / Entites Pitched In Black
#5825 posted by JPL on 2007/01/26 11:01:16
I have a weird issue in my current project: ingame, I have 2 monsters ( i.e Scraggs) and an entity (i.e a Quoth crucified corpse) that are completly pitched in black... To see their color, I have to shoot them very closely (i.e with DBS)... otherwize they look like shadows, full black, without any colors, even if in a lightned area... Is there any explanation for that ?
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