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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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I Think 
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... 
... to answer #6943? 
JPL 
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 
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 
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 ? 
 
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... 
...didn't Mr Woodham get togglable music happening in his last masterpiece (which used Quoth)? 
Distrans 
Was it based on Quoth, but with some QC modifications ? 
AFAIK 
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. 
Play_sound_triggered 
spawnflag 1 = toggle 
That's The Bunny 
 
Whats The One 
for getting blood out of stones? 
Monster_silicon_vampire 
 
Toggling The Music... 
...was done as czg said - I simply played a nul.wav on the same channel if the user pushed the button. (It also re-set the music player queue to the same piece of music so that if the player pushed the button again, the music.wav played again and re-set the music queue to the nul.wav etc) 
Mike 
Thanks for the infos ! I'll try it ASAP. 
JPL 
Don't forget that I was doing this in my own FMB progs.dat, not Quoth and not the standard one.

If you want more details of my music_player module, let me know. 
Mike 
Oh... OK, I have to test it.. maybe it does not work with Quoth.. Let's experiment ;) 
The Forge? 
Anyone got a valid link to this site? It used to have some nice downloadable tutorials for setting up alot of the hipnotic entities. Specifically the Force Field ones, Id like to add these to a map I am working on and so far have not figured it out on my own.

Thanks, Fatty 
The Forge: The Legend Continues. 
The old link is dead. However I located an archived copy of the site. Enjoy http://web.archive.org/web/20000816012223/www.planetquake.com/worldcraft/ 
The Forge Is Still There 
at least for me, but PQ sites sometimes play hide and seek ... 
Fatboy 
http://shub-hub.com/files/tools/hipprogs_doc.zip
Docs and example maps for Hipnotic stuff. 
QuakeC Question 
So I'm hacking around with some stuff and have a question. I know QuakeC isn't object oriented so you can't call methods within entities but at the same ... man, that would be handy.

I find myself setting up stuff like changing an entities think function to point to a function where I can do something to the entity and then it changes it back to it's regular think. This works but it feels ... hacky and smells bad.

Is there a more elegant way to call functions on an entity that you've just spawned (for example) than this, or is this the only way and I'm wasting time benig annoying about it?

For example, say I have an entity that spawns a monster_army. I then want to call a function on that entity. This is how I currently do it:

myentity = spawn();
myentity.think = monster_army_myinitfunction;
myentity.nextthink = time + 0.01;

And then monster_army_myinitfunction will get called next frame. Which works. But it smells bad. Is there a better way? 
Yeah 
Would something along the lines of this do the job?

local entity temp_self
myentity = spawn();
temp_self = self;
monster_army_myinitfunction();
self = temp_self;
 
 
Interesting. I assume you left out a "self = myentity;" line though, right? 
Thanks Everyone! 
I looked around Shub-hub yesterday but I missed those files. Lunch hour rush I 'spose...

Anyone have a clue why the doors in my map arent playing their sounds at full volume? Im using BSP v 96d, and Im running Fitzquake080. No matter what sounds I assign it it is barely audible. Other sounds like jumping & weapons fire are fine. 
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