#9298 posted by gb on 2010/01/20 21:29:32
Have the key door target the first stair, but set "delay" to about 3.
Have the first stair target the second, the second the third, and so on, setting "delay" on each stair to 0.5 seconds or so.
Just off the top of my head. Shoot me if I'm wrong.
#9299 posted by negke on 2010/01/20 21:57:43
Delay doesn't work on doors like it does on triggers. A func_door entity always fires its target immediately. You can either use different speed values for each step, stagger some trigger_relays or add a "use" "multi_trigger" field and corresponding delay values to each step/door.
#9300 posted by gb on 2010/01/20 23:15:03
Argh, then it's a RMQ thing again. Oh well. It gets confusing.
Listen to negke.
 Wait
#9301 posted by ijed on 2010/01/20 23:29:54
Why not trigger all the steps at the same time and give them all the same speed? They're all different heights so will stop moving at different times anyway - resulting in a choral sound effect.
 Yeah
#9302 posted by negke on 2010/01/21 00:04:28
Sometimes the most obvious solution is the hardest one to find...
 Hah
#9303 posted by ijed on 2010/01/21 00:11:57
I only know because I'm using one in a current map.
#9304 posted by gb on 2010/01/21 15:55:34
lol.
 Got It Working
#9305 posted by Rick on 2010/01/21 17:54:42
I put a keyed door on the floor. It has the lip set so it doesn't actually move. Its right below what was the original keyed door. It's targeted to a trigger_relay and the original keyed door, both named "tryagain". The relay has a delay of 3 seconds and targets the six rising steps.
This works okay. It's not exactly the effect I wanted but I can fool with it from here.
Funny thing, I had the keyed door inset in the floor and it wouldn't get triggered. There were no other brushes overlapping it or anything, it was just like a piece of the floor. I had to move it above the floor to get it to work. I'll have to try that again because I just remembered I also changed it's angle from 0 to "up". Maybe that had something to do with it.
 Skill Question
#9306 posted by madfox on 2010/01/24 20:58:51
While testing my level I 've come up to an odd point of setting the skill level.
I counted all monsters and took their health count together. Then I counted all ammunition and tried a relation with their availabillity to match the health count.
But as the TE_DAMAGE of all weapons differs this isn't the right way to handle.
I can count the ogres and enforcers to reclaim their rockets and cells, but as they are also gibbable this is only temperary.
Is there an easier way to gain the outcome?
 Lol
#9307 posted by negke on 2010/01/24 21:23:24
Use monstercount / (pi*thumb), then substract the release date.
Or just play the map and add enough items so that you can get through smoothly. Then declare this as Hard and scale down the difficulty settings from there. Then see how the testers do.
 Yeah
#9308 posted by RickyT33 on 2010/01/25 00:44:50
You have to take into factor the players level of accuracy. According to teh games I play, my accuracy = 20-40%. So it is meaningless.
Always just play, play, and play again. Then get l00ts if testing done. :D
#9309 posted by madfox on 2010/01/25 01:49:59
Well I played rather several times only the hard and nightmare are the worst.
So I thought if I
TE_DAMAGE * ammucount = all monsters health + random
could compare it mathly.
 I Think
#9310 posted by ijed on 2010/01/25 04:18:14
There's too many variables to make an equation of it. Unless you want to get alot more complex than 4 variables.
What negke says works :)
 TF2 Swamp Theme
#9311 posted by DaZ on 2010/01/26 16:11:35
Wasn't quite sure where to put this :P
TF2maps has finished their TF2 swamp theme pack that contains new models/textures/blah which you can download and use for free, its very high quality stuff!
http://swamp.tf2maps.net/
 License?
#9312 posted by megaman on 2010/01/26 18:34:43
 Error
#9313 posted by madfox on 2010/02/02 15:34:20
Don't know what happened after a qc-script, in game leaves the message:
PR_executeprogram : excessive stack (53 normal = 31)
 Nevermind
#9314 posted by madfox on 2010/02/02 18:13:06
bad scripting.
 Hanging Vines
#9315 posted by DaZ on 2010/02/02 22:19:35
Doe's anyone know of a texture pack that has some nice alpha channelled hanging vines and overgrowth textures? Or any packs that feature some sort of old abandoned temple theme? I'm thinking more Mayan than Egyptian here, any info would be appreciated!
 Iirc
#9316 posted by necros on 2010/02/03 00:59:17
the original rtgnosis texture set had a vine/leaves overlay with an alpha channel.
 Also
#9317 posted by grahf on 2010/02/03 20:15:35
Sock's Pyramid of the Magicians (pom) level.
 Grahf
#9318 posted by DaZ on 2010/02/03 22:43:25
I had totally forgotten about that map, damn its perfect =)
Thank you very much!
 Hammer For Quake?
#9319 posted by [Jimbo] on 2010/02/05 19:12:37
I know this is probly in here somewhere, but...
Is there a guide / howto for editing quake maps in valve source sdk? Is this possible or should I just be using hammer 3.4 (3.5?)?
 Can't Be Done AFAIK
#9320 posted by ijed on 2010/02/05 20:08:04
Although search for Baker's Quake Adapter for hammer 3.3 - maybe I'm misunderstanding what you want to do.
 Edit In New Hammer
#9321 posted by [Jimbo] on 2010/02/05 21:33:04
My goal was to be able to edit maps in the new hammer, export them somehow, compile for quake with the new tools. I figured I'd ask here first in case there was a tut somewhere.
If it's not doable I am gonna fire up hammer 3.4.
It's been a few years (and a few computers) since I had a mapping environment setup. ;)
 Have A Go
#9322 posted by ijed on 2010/02/05 23:48:29
I've been meaning to do it myself since the latest beta version can apparantly show model meshes inside the 3d window.
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