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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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Gauruntee 
But that's not right either. There's what comes from learning to read from the Beano. 
Hmm 
one of my drowsy crazy spells

I get those too ;) But I misunderstand posts more than miscommunicate... 
Hmm 
But yeh, iirc FC used to release all his map textures as WADs for others to use too. If you can't get hold of him I honestly think he'd be pleased if you used them. Guarantee'd. 
Ok, Thanks For The Guaran't :O 
ill keep looking see if he's listed anywhere before i break stuff trying to collect the textures though

//i feel like a creep when looking for e-mails and stuff like that though :S 
If Its Any Constelation (ha) 
I nicked my skybox from someone, I cant even remember who, and modified it. 
 
I have a WAD editor I'm working on that can extract the textures from a BSP file. If you email me the BSP, I can extract a WAD for you and mail it back. 
 
Willem texmex do that! :) 
 
Oh. Well, then he should have no problems getting the textures out. :) 
I Think... 
he was looking for permission, not the technical means to do it. 
 
My mistake then. Didn't read carefully enough. 
Hmm 
Yeh, but the line about trying to extract them without breaking things implied a need for software linkage...

What tool you making Willem? Or is this a new feature of Toetag? 
Hmm 
I have a WAD editor I'm working on

I win reading 
 
I'm redoing ToeTag as an editing suite so it'll have a level editor, WAD editor, MDL editor, PAK editor, and a bunch of other stuff. It's a longer term project but it's steaming along.

I want to also add stuff like editing sprite files, QuakeC editing/compiling, etc. 
I Got Them Out Though 
i was expecting more of a challenge, texmex is fast

i found an email for on the web comic he is doing (http://emotel.comicgenesis.com/)but if i do not get a replay ill most likely just use them w/o discreetness to see if i get a hollah

anyways, ToeTag looks cool from the screen shots i have seen, is it still only for mac things though?:O

anywaysanyways, thanks for the helps, cos this did help..in some way :D 
Solanum Everywhere 
Can someone point me in a direction here... I need to get a few zombies (and by a few I mean a horde) to play dead until triggered, ambushed, whatever, then get up, rise from the grave as it were, and start attacking.

Crucifying them is fun and all but gets boring after awhile. I'd like to try some necromancy.

Thoughts? 
Code Needed 
Think This Should Be In The Coding Thread But: 
wait, are you the same guy i told the half-zombie idea to? but i digress:

http://www.gamers.org/pub/idgames2/quakec/monsters/

has some zombie stuff in it, it *might* have what you are looking for, but if not than maybe look for the zerstroer source, it has that kind [i guess i mean they do wait till a trigger or somfin then the rise ...right?

http://retroquake.planetquake.gamespy.com/blog/?p=177 
Hm 
 
Zombies... 
would it be possible to do this:

1. make normal zombie.
2. make a func_door with the skip texture right on the zombie's hitbox.
3. make door 'startopen' so that it spawns in the ground under the zombie.
4. make trigger_hurt over zombie with enough damage to make it fall
(at a certain level of damage, the zombie is coded to fall down 100% of the time)
5. right after, killtarget trigger_hurt
6. trigger door to 'open' so it is now blocking the zombie from standing.
(there's code to check whether a zombie can stand or not and will not do so if blocked)
7. when ready, killtarget the door and the zombie will stand up again.

it's really complex, but it could be used if you had a one off thing somewhere and didn't want to code anything up. 
Oops Sorry Ijed :S I Musta Typed And 
posted at the same time you did :S

necros looks like hes got his act together :O 
Simplification 
I'm pretty sure you could swap the door setup for a wall that blocks the zombie the whole time, which you then killtarget when you want the zombie to wake up. It'll still fall down from damage if it is blocked. 
Free Pro Tip 
If you place the func_wall so that it covers the origin of the zombie, then you can prevent splash damage from killing the zombie. Direct hits will still be fatal though, so be careful about letting the player kill the zombies before they get woken up, since that will leave an invisible wall which players might hit.

It might be possible to circumvent that problem by setting the touch function on the wall to knight_die3*. It depends on there being no touch event generated between wall and zombie, both if the zombie tries to stand up and anything sets force_retouch. I think the first case is actually safe, but not so sure about the second. Walking through a teleporter sets force_retouch, so a testmap could be made easily.


* Astute readers may have expected SUB_Remove here instead of knight_die3. The reason we use the latter is that you must not remove entities during a touch function. So instead we use part of a monster death sequence, which does nothing but change the frame(no effect on a skip textured wall) except to make the entity non-solid. 
 
ijed & meTch: Thanks. I'm going to end up doing some code in this project anyway, this may be a good start for it.

necros, Preach: That is absolutely dizzying. I considered a group of events for this but couldn't come up with a reliable sequence. :\
OK this gives me a lot of experimentation in both directions. Thanks again :D back to Radiant to try to make some magic happen. 
I Myself Have Come Up Witha Triggery Problem In 
the mid'st of the nite, is it possible to make a trigger_push blow you [uh huhuh uuuuh huh huh]in a slant-y-diagonal-y direction? im in QuArK dong this, i tried to set so a first push would blow you [heh heheheh heh heheh] upward, and a second one above it to the side, but it didn't quite work

[huh huh hu he said blow]

//sorry it has nothing to do with zombies not standing up though :S 
I Think: 
use 'angles' instead of 'angle' and set as a vector. 
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