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I Got Them Out Though
#8391 posted by meTch on 2009/04/01 22:06:29
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
#8392 posted by enki on 2009/04/01 23:41:29
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
#8393 posted by ijed on 2009/04/01 23:59:31
Think This Should Be In The Coding Thread But:
#8394 posted by meTch on 2009/04/02 00:07:24
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
#8395 posted by ijed on 2009/04/02 00:11:57
Zombies...
#8396 posted by necros on 2009/04/02 00:17:54
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
#8397 posted by meTch on 2009/04/02 00:22:40
posted at the same time you did :S
necros looks like hes got his act together :O
Simplification
#8398 posted by Preach on 2009/04/02 00:26:36
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
#8399 posted by Preach on 2009/04/02 01:42:02
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.
#8400 posted by enki on 2009/04/02 06:23:42
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
#8401 posted by meTch on 2009/04/02 06:25:10
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:
#8402 posted by necros on 2009/04/02 07:21:50
use 'angles' instead of 'angle' and set as a vector.
Enki
#8403 posted by ijed on 2009/04/02 14:05:05
What's the project?
Ijed
#8404 posted by enki on 2009/04/03 07:28:19
a little themed sp adventure, something to pass the time. :D
Not Really Mapping But
#8405 posted by Spirit on 2009/04/03 09:44:44
http://g.imagehost.org/0163/vsyncorwhat.jpg
I noticed in two engines that if I look at void and move my view, the geometry tears and spasms as you can see on that screenshot (for example in tyr-glquake).
In other engines the void stays clear of the rest and there is no such tearing. (for example Fitzquake (sdl 0.80) and DP.
First I thought it was VSync disabled but vid_vsync is 0 in Fitzquake. In DP it is also disabled. Also forcing it in the video driver did not change a thing.
What is this?
Spirit:
#8406 posted by metlslime on 2009/04/03 10:12:56
is fitzquake 0.85 one of the problem engines? if so i'd like to see your bsp to see if i can figure it out.
Ah No
#8407 posted by Spirit on 2009/04/03 10:28:05
Fitzquake SDL 0.80 is fine so I assume any Fitzquake is fine. For me it is any map when I look at void (eg noclip outside the map) and move/look around.
I'll try it in Windows on the weekend.
#8408 posted by negke on 2009/04/03 10:32:34
Spirit: some sort of gl_clear issue?
Preachcros: Nice one, keep em coming! :)
Spirit:
#8409 posted by metlslime on 2009/04/03 10:33:58
gl_clear 1 -- clear the void with a solid color
gl_clear 0 -- hall-of-mirrors effect
Nope
#8410 posted by Spirit on 2009/04/03 10:45:40
The tearing appears also with gl_clear 0. It's hard to explain. Try tyr-glquake and gl_clear 1, then noclip out into the void. If it happens to you too, that's where you see it best.
Hmm
#8411 posted by nonentity on 2009/04/03 18:00:29
Can someone give me the item bits for the SG please. All I need to complete the coag3_start is the weapon remove hack and then we can release, but while I've found the BackpackTouch hack info, I can't find a list of item bits and the example removes everything except axe...
I'm assuming 125 should add every weapon (value of 1 for axe, value of 2 for shotgun) except SG&Axe, but I'd like some kinda confirmation for someone who's mapped for Q1 within the last 7 years...
Hmm
#8412 posted by nonentity on 2009/04/03 19:02:19
nm, thank god for irc
Hm...
#8413 posted by necros on 2009/04/03 21:12:02
those patterns actually look kinda cool...
Aalllllllll-righty Then
#8414 posted by meTch on 2009/04/05 01:08:08
thanks for the tip on the vector and making it angles instead of angle, because i finally figured out how to do it :D [i kept adding tick-marks between the numbers :/]
and fat controller did get back to me on the e-mail today and said i can use he textures as long as i give him kreditz which will not be a problem :D
this is what i kinda looks like atm:
http://i302.photobucket.com/albums/nn113/metchsteekle/quake0005.png?t=1238886386
and yes it will be some kind of a multi-player thing map, i just dont know what yet, maybe dm/ffa
Odd Entity Behavior In Quake
#8415 posted by Rick on 2009/04/06 18:52:05
Hi,
I just started mapping again after many years gone. I've been working on a re-mix of my Quake level "Well of Wishes" (original map was lost in a hard drive crash) and I ran across an odd thing. I uploaded a map to quaketastic to illustrate, but basically I am able to push items through solid geometry, but only from certain directions. I was trying to find a way to add items as the player progressed using the fewest possible entities/brushes, but without resorting to a custom progs.dat and When I first came up with this I didn't realize the item bounding boxes were so tall
I may not use this method because it seems like might be more of a bug in the engine than anything else, but I was wondering if anyone knew why this happens. In the map I uploaded there are 4 alcoves with nails and health in each. The wall above the alcove is low enough that the player can't pass and get to the items. In the actual level the alcove would be hidden by a func_illusionary and when triggered they would be pushed into view by the func_door.
The only engines I've tried are fitzquake085, winquake and glquake, but it does the same thing in all three. The door will push the items through only from the north and east, from south and west the items fall through the floor when they pass through the wall.
If anybody wants to check this out, the example map is here:
http://www.quaketastic.com/upload/files/misc/doortest.zip
Shoot the buttons above each alcove to trigger the pushing door.
Turn on r_showbboxes in fitzquake for a more interesting view.
Back to mapping for now.
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