#6932 posted by negke on 2008/02/07 20:40:35
Triggers with angle do work the way I said. Try different angles or touching them while moving backwards and you'll see.
Is the powerup suspended or does it drop to the floor? It has to be placed above the spot the func_train will apprear in-game (first path_corner) and it should work. If it doesn't rise with the platform, try placing it higher above.
Triggers And Angles...
#6933 posted by metlslime on 2008/02/07 21:08:58
note: angle 0 won't work for this, use 360 instead (quakec treats a "0" value in a map the same as the value not being set at all.)
#6934 posted by Kell on 2008/02/07 21:13:22
direction dependent triggers: just tried this for both trigger_once and trigger_multiple:
"target" "silver"
"angle" "270"
works fine.
I suspect this: regardless of the direction the player moves is the misunderstanding. The angle specifies that the trigger only fire when its value matches the player's direction of facing, not their direction of movement.
key sounds: it would hep if you told us what key type you're using. If it's the quoth 'elder keys' then neither gold nor silver makes the key sound along with the door sound when used. I guess this was a deliberate decision to prevent the much more intrusive key sound from drowning out the door sound, though I can't honestly remember.
I tried out the other keys in appropriate maps and got the correct sound with all of them.
falling cross: I think this is a quoth1 error, caused by changes to the func_train that has them spawned in a map after items, instead of before as in id1 progs. I think.
#6935 posted by Kell on 2008/02/07 21:14:19
also, what metl said about 0/360 :P
#6936 posted by gb on 2008/02/07 22:30:51
All right, thanks for helping.
Key sounds: Worldtype 1. Hm, if it works for you Kell, then it's probably my fault. JPL: Were you using Quoth? If so, I'm certain it should play key sounds when opening base keydoors. It does in one of my maps. Standard Id1 does _not_ play those sounds although they're in the pak files.
Angle triggers: Same. Anyway I changed all of them to info_notnulls so they, in turn, wait for another trigger. Works even better for me. (What Ricky said.) I knew about the 0/360 thing, but I couldn't get 180 to work either. Whatever...
Falling cross: I'll have to find another way then. Hordespawn can spawn items, right? That might work.
gb
#6937 posted by gb on 2008/02/07 22:37:10
oh umm, JPL, I think Quoth1 doesn't have the key sound thing. :-P sorry, mess-up on my part.
Hordespawn
#6938 posted by Preach on 2008/02/07 23:47:02
It's not a good idea to use hordespawn for items in quoth1, as it will probably break your monster count on the map. This is fixed in quoth2.
Gb: No Problem ;)
#6939 posted by JPL on 2008/02/08 08:53:04
I indeed tested your issue with Quoth1 ... I didn't understood you weer beta testing Quoth2 :P
And I'm also waiting patiently for Quoth2 release, as there's no hurry on my side as my project is half completed regarding brush count...
Hehe...
#6940 posted by distrans on 2008/02/08 09:47:35
Yes, It Is!!
#6941 posted by RickyT33 on 2008/02/08 11:18:38
That just makes me wanna do aliens Quake levels again. Make sum, I mean! Played Rubicon last night for the first time. I thought it was quite 'Alienesque'. I suppose my current map is a bit alien style. I'd like to think so. Theres something about creeping around dark techy corridors, exploring at the same time as looking out for nasty beasties! Hehe - new map will have SSG, SNG, PG and GL. They all fit that sort of style!
S00ry - I diverge....
Preach
#6942 posted by gb on 2008/02/08 19:53:01
Good to know. That'll do then.
Sound Switching On/off....
#6943 posted by JPL on 2008/02/10 10:50:32
Question: is there a way to swith on off sounds in Quoth ? Example: I want an alarm sound to start using a trigger (this one is supported), but if I want to switch it off, I don't know if it is possible (using a toggle field, etc...).. Any clue ?
.MAP And .WAD File Locations
#6944 posted by JneeraZ on 2008/02/10 11:34:12
A user on my blog has come across something which I'm not 100% sure is a problem. What do you guys think?
He saved his maps and wads into another directory on his machine, seperate from Quake. When he went to compile it, ToeTag crashed on him and he couldn't re-open the map.
ToeTag, at this point, requires your MAP files to be in "id1/maps" and your WADs to be in "id1/gfx". Is that unreasonable? Do other editors allow you to keep files wherever you feel like on your hard drive?
#6945 posted by JneeraZ on 2008/02/10 11:35:24
Oh, and of course you can use mods. Like if you're using Quoth, then "quoth/maps" and "quoth/gfx" work fine.
Yeah That's Kinda Unreasonable In My Opinion
#6946 posted by czg on 2008/02/10 12:32:48
Neither .maps nor .wads (map texture ones at least) are ever used by the engine so there is no need for them to be anywhere special.
#6947 posted by JneeraZ on 2008/02/10 13:42:12
OK, fair enough. That's something I didn't consider when initially writing the editor since that's not how I personally work (I just use the maps and gfx directories).
Will fix for version 1.0!
I Think
#6948 posted by bambuz on 2008/02/10 18:31:57
you should require the string "toetag" in the editor path and "quake" in the compiler and "maps" in the map path just to be sure that ... that what?
But yeah, seriously, allow people to keep their wads and maps and bsp:s anywhere. Someone could make a map for a mod that is named start.bsp so it definitely needs to be in the right subdir to work.
Anybody Would Consider...
#6949 posted by JPL on 2008/02/10 22:22:43
... to answer #6943?
JPL
#6950 posted by gb on 2008/02/10 22:58:58
1. Trigger a play_sound_triggered
2. Trigger a trigger_relay, which killtargets the play_sound_triggered after "delay" seconds
That's just guessing though, I didn't try it.
JPL To #6943
#6951 posted by mechtech on 2008/02/11 05:16:33
One way to do it
(starts a loop)
trigger_relay
target soundplayer
targetname soundplayer
delay # (slightly longer than the sound)
play_sound_triggered
targetname soundplayer
speed -1 (same volume everywhere in level)
noise misc/alarm.wav
trigger_once
killtarget soundplayer
I dont't see a way to toggle. Have to use another loop
Gb / Mechtech
#6952 posted by JPL on 2008/02/11 09:04:09
I already tried to use a killtarget, but it did not stop the sound... also, if it would have worked, I doubt I would be able to restart the sound again, like a toggle...
I think there was a trick somewhere (except QC).. Anyway, thanks for the inputs...
Kell: is it something added in Quoth2 ?
#6953 posted by czg on 2008/02/11 10:04:20
The trick is you need to make the entity play a different non-looping sound on the same channel.
How you do this in quoth I don't know.
Err...
#6954 posted by distrans on 2008/02/11 10:36:46
...didn't Mr Woodham get togglable music happening in his last masterpiece (which used Quoth)?
Distrans
#6955 posted by JPL on 2008/02/11 12:02:14
Was it based on Quoth, but with some QC modifications ?
AFAIK
#6956 posted by ijed on 2008/02/11 13:36:27
It was its own thing, with Quoth included. Having said that I had this working in Quoth1 - warpb. The rune shrine has a looping sound activated when you enter (the chanting) which is kill targeted by the death of any one of the enforcers / defenders.
I can't remember how I did it but it is possible with standard Quoth1 entities - mess with the entity set for long enough and you'll get there. Or else you can download the source from shub-hub, the 7zip password is the name of the pack in lowercase, without a space.
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