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.
Play_sound_triggered
#6957 posted by negke on 2008/02/11 14:24:56
spawnflag 1 = toggle
That's The Bunny
#6958 posted by ijed on 2008/02/11 16:26:23
Whats The One
#6959 posted by RickyT33 on 2008/02/11 16:36:05
for getting blood out of stones?
Monster_silicon_vampire
#6960 posted by ijed on 2008/02/11 16:45:43
Toggling The Music...
#6961 posted by Mike Woodham on 2008/02/12 20:40:48
...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
#6962 posted by JPL on 2008/02/13 08:59:28
Thanks for the infos ! I'll try it ASAP.
JPL
#6963 posted by Mike Woodham on 2008/02/13 18:37:15
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
#6964 posted by JPL on 2008/02/13 18:54:34
Oh... OK, I have to test it.. maybe it does not work with Quoth.. Let's experiment ;)
The Forge?
#6965 posted by FaTbOy! on 2008/02/14 00:34:31
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.
#6966 posted by Voultar on 2008/02/14 04:27:01
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
#6967 posted by aguirRe on 2008/02/14 10:01:58
at least for me, but PQ sites sometimes play hide and seek ...
Fatboy
#6968 posted by negke on 2008/02/14 12:18:14
QuakeC Question
#6969 posted by JneeraZ on 2008/02/14 15:48:16
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
#6970 posted by Preach on 2008/02/14 16:57:47
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;
#6971 posted by JneeraZ on 2008/02/14 17:03:53
Interesting. I assume you left out a "self = myentity;" line though, right?
Thanks Everyone!
#6972 posted by FaTbOy! on 2008/02/14 18:06:27
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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