#8460 posted by negke on 2009/04/24 11:59:53
Check if the cage is large enough - as with the items, there have to be at least 4 units of space (sides; maybe 32-40 above) between the brushes of the train and the monsters' bounding boxes. The bottom of the train has to be big enough, too - their bboxes must not overlap with the edges. Another reason they keep falling though could be holes in the bottom, if it is a grate for example, though then again, I think such things are taken care of in hull 1/2.
#8461 posted by Ron on 2009/04/24 12:56:38
Thanks for your quick replies.
I'd been thinking myself if I've seen it used before and could not remember ever seeing it done. I will try a bigger box and if that doesn't work maybe I'll make the floor move around a bit to get a similar result. Or maybe I'll just think of something else, I'll let you know if it worked. By the way, there are no holes in the bottom, only behind the Vores, but that's closed by a wall over the whole length of the path_corners. They just fall true and then block the "train", resulting in them slowly dying. It's quite humorous to hear them scream, but it was not what I intended ;)
Monsters In Func_train
#8462 posted by spy on 2009/04/24 15:28:09
the vore in hip3m1?
Tip
#8463 posted by Preach on 2009/04/24 19:54:13
I have one quick tip. Make sure that when you place your func_train brushes in the editor, it is positioned so that the lowermost extent exactly on the first path_corner. To find the lowermost extent, consider the smallest bounding box which will surround the entire model. Then take the coordinates of the corner of the box where x, y and z are all smallest. This will make sure the train doesn't get moved when it spawns, which might be getting the vores stuck.
And I'm Assuming
#8464 posted by Lardarse on 2009/04/24 20:21:26
That all other path corners should be placed with the same logic?
Just Tried It
#8465 posted by madfox on 2009/04/24 23:37:41
but as long as the distance between func_train and vormit holds 24 units it rides fine.
http://members.home.nl/gimli/trainvore.zip
Good idea!
Vores On A Train
#8466 posted by robot on 2009/04/25 00:41:00
Yea it does work, just make sure the train is
triggered a little after the vores are spawned
onto the train. So, use a trigger_once for the
train.
Lardarse
#8467 posted by Preach on 2009/04/25 00:50:47
Yeah, the path_corners always indicate the minimum point on the bounding box. The spawn function for a train always "teleports" the func_train to the first path_corner. So you need to place the vores in such a way to anticipate when the train will be once it's been teleported in this way. The easiest way to do that is to already place the brushes in the right place in-editor.
And
#8468 posted by ijed on 2009/04/25 16:12:51
That can help you light the thing better, to stop dark patches etc.
So you can place it wherever you like, where it'll be lit properly, but the paths in the correct place.
That's assuming it doesn't need to carry vores though.
Does
#8469 posted by ijed on 2009/04/26 18:04:45
Anyone have a method for finding a missing enemy?
I've got one left over and can't find him - there's spawning going on so most likely I'm not calling one that is spawned.
I tried reading the .sav but it lists everything - there doesn't seem to be a way to search the correct term.
#8470 posted by JneeraZ on 2009/04/26 18:12:09
Could be a zombie that is knocked down below water and can't get up. I've seen that before.
No Zombies
#8471 posted by ijed on 2009/04/26 18:24:36
That reminds me to put a fix in for stuck zombies though.
#8472 posted by JneeraZ on 2009/04/26 20:03:27
What fix would that be? I had a huge problem with stuck zombies in the warehouse section of White Room.
Func_breakable And Rubble Texture
#8473 posted by Ankh on 2009/04/26 20:05:39
I'm using the func_breakable from qouth. If I set the rubble texture to glass the rubble isn't textured in-game. What could be the cause of this?
Ijed
#8474 posted by spy on 2009/04/26 20:07:15
you should check the save file, look for health value, every dead monster has negative health value[something like this]
"classname" "monster_army"
"model" "progs/soldier.mdl"
....
....
....
"health" "-10.000000"
alive monster will have positive h/val.
Well
#8475 posted by ijed on 2009/04/26 20:08:11
What I have in mind is adding to an unused field for each time the zombie tries and fails to get up, like ammo_shells.
If ammo shells reaches 3 then the zombie gibs itself. If it gets up then it resets ammo_shells to 0.
#8476 posted by JneeraZ on 2009/04/26 20:40:09
Oh, a code solution, OK. I thought there was some map trick you were doing. :)
The Answer
#8477 posted by RickyT33 on 2009/04/26 21:55:35
Email it to AguirRe and ask him ;P
#8478 posted by ijed on 2009/04/26 22:22:47
Well, there's a gameplay solution - when the zombie moans (trying to get up) you can kill it then with an explosion.
And yeah, I should have just mailed AguirRe in the first place.
About That Func_train Thing ...
#8479 posted by Ron on 2009/04/27 13:08:06
It's with the going up and down that the trouble starts. When the train goes up again the entities fall true. MadFox, your example map runs perfect, thanks, only my idea was to make it run in a (seemingly) random manner, so the player will have to look where to shoot. So I made all my path_corners look like a vertical line in the XY view and sort of W shaped in the YZ view. Maybe I'll use your idea and make it move in a straight horizontal line than, I don't know. Anyway, thanks for all your help, people. I think another month or so and I'm finally ready to send this map to the world.
Ron
#8480 posted by madfox on 2009/04/27 19:57:28
I made another setup with the example.
I think you could make the cage thing with the clip brush. Then bullets fly through, but the Vore will be centered to the func_train.
It rides every angle you want.
http://members.home.nl/gimli/mvore0.zip
Fantastic !
#8481 posted by Ron on 2009/04/28 09:29:51
MadFox, you did it !
This is really great, Thanks a lot !
#8482 posted by Trinca on 2009/04/28 11:51:57
Madfox the skull you made in arcus is fucking working real nice... the model is very perfect... i like it a lot!
visualy and in gameplay.
You are improving a lottttttttt in .mdls :)
keep the good work!
Yeah
#8483 posted by spy on 2009/04/28 12:49:15
just don't forget to retexture the head mdl, when gibbed its still greenish
http://www.celephais.net/board/icons/icon4.gif
Ha!
#8484 posted by madfox on 2009/04/28 20:15:25
Ron, map on!
Trinca, when making the hangar with the zdoom models you warned me not to change Quake. RLOF.
But indeed, I start loving modeling more than mapping, except the texturing.
I'm an average player, and the Enforcer has got a real bite on me. I mean, quake is fantasy so where are the other magic players like scrag, hellknight and vormit and ogre?
Killing a soldier or Enforcer still feels wrong.
Spy - it was on the last moment I found out how to change the skin of Bones. Before that I spend evenings pointing pixel by pixel.
I had the alpha skin from Q3 in stead of the original.
Louis told me that the idle and attack sounds
are switched. I'll see for that.
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