Yes.
#9912 posted by rj on 2010/05/28 20:20:06
i gather that now. nonetheless i thank you for your detailed reiteration of JPLs reiteration of necros' answer to my original question ;)
I Vaguely Remember That Error
#9913 posted by Lardarse on 2010/05/29 14:47:19
But what I remember more is one compiler giving the error, and not another, in exactly the same map. Any ideas?
Willem
#9914 posted by roblot on 2010/05/29 15:33:51
I sent some wads out to Quaketastic, not the stuff you mentioned though. Was too early to think staight also...
Re: 9913
#9915 posted by necros on 2010/05/30 00:20:59
different compilers compile differently? ^_^;
Hitting The Decks
#9916 posted by Mike Woodham on 2010/06/01 19:44:10
When a scragg is killed and falls to the floor, how is the floor being detected i.e. time to stop falling, - is it within qc or is it an engine thing?
#9917 posted by necros on 2010/06/01 21:01:46
scrag uses hull1 when doing collision. all collision is done by the engine.
Snap2grid
#9918 posted by negke on 2010/06/04 19:38:11
Is there a way (shortcut) to snap brushes to the grid in gtkr1.5?
It's Like...
#9919 posted by metlslime on 2010/06/04 20:16:02
ctrl-g isn't it? Or is that only in previous versions?
#9920 posted by negke on 2010/06/04 20:23:48
Yes, that's it. Thanks
This Train Is Being Stubborn
#9921 posted by Orl on 2010/06/07 01:15:08
I'm always positive I did something like this in the past, but for whatever reason now, it isn't working.
I have a func_train which sits at destination 1. You have to trigger it to get it to move to destination 2. It arrives at destination 2 and stops until triggered again, to go back at destination 1, and the process repeats.
The problem is, the train stops at destination 2 and stays there, regardless if I try to trigger it again. I've tried setting its path_corner to "wait" "9999999" but it doesnt seem to make a difference.
What can I do to get this train working the way I want it to? I'm sure its something very simple that I've overlooked.
#9922 posted by JneeraZ on 2010/06/07 01:49:19
I think it's "wait" "-1" isn't it?
#9923 posted by Orl on 2010/06/07 01:51:27
I tried "wait" "-1" as well, same result unfortunately.
#9924 posted by metlslime on 2010/06/07 02:30:43
i'm not so sure that's possible with standard progs.
#9925 posted by necros on 2010/06/07 02:39:44
it's not. the stock func_train is very rudimentary. :(
if you're just going from one point to another without any other paths in between, you could just use a toggleable door, otherwise, you're out of luck. :S
You Can In Quoth Cant You?
#9926 posted by RickyT33 on 2010/06/07 03:33:45
#9927 posted by necros on 2010/06/07 03:46:06
yeah, hipnotic progs also has this (which is where it's from).
Darn...
#9928 posted by Orl on 2010/06/07 03:54:53
Was hoping there would be a solution. And yes, the train does run on multiple paths.
Well fellas, I hope you won't mind waiting for the train when it comes time to ride on it again.
Hm
#9929 posted by necros on 2010/06/07 05:12:23
if you replace the shub teleball with a blank model (like with a single vertex or something) and just have it move at the same speed right above the train, you could have a teleporter that brings you to it.
it's not a great solution, of course.
Orl
#9930 posted by negke on 2010/06/07 12:43:45
A multiple-platform train, then. Or shortcut teleporters opening up after it has reached its destination.
Shortcut Teleporters
are handy, but they thwart immersion because they are usually incoherent with the theme of the surroundings. Why would there be a platform, for example in a base, in the first place if people could just use a teleporter? Why do the teleporters open only after you have used the platform?
I think if you cannot make it work with a platform, and cannot deliver a reason to use the platform in the first place, then you should think of something else.
It's a different matter if your theme is more fantastic, of course. If your surroundings are surreal and don't make sense (Contract Revoked would be an example), you can get away with being incoherent. But still I would prefer if such gimmicks are used only where they make some sort of sense in the context of your surroundings.
Switchable Lights Question
#9932 posted by Ron on 2010/06/10 17:01:32
Is it possible to make one button trigger multiple lights that go on at different times ?
It must be possible, I've seen it done, but I don't know how. Maybe a relay or something ?
Or can you ad a "wait" to the lights ?
I don't know, please help me out.
At SleepwalkR
#9933 posted by anonymous user on 2010/06/10 17:09:19
I agree with what you are saying, but it's Quake we're talking about, not a game that tries to be realistic. I hate using teleports because they are an easy way out. If you fuck up your map design, just ad a teleporter and you're back in business. I hate that. But you can also have some fun with it by letting the monsters use it as well. Fragging them that way is sort of fun.
It's also handy when you have to fight lots of Vores. If there are too many "balls" chasing you, you can "clean them up" by teleporting, preferably somewhere in the same room.
#9934 posted by necros on 2010/06/10 19:07:52
Is it possible to make one button trigger multiple lights that go on at different times ?
...
Maybe a relay or something
trigger_relay is pretty much made for this kind of thing.
Re ?
I'm not saying that you should be realistic, I'm saying you should be coherent. That's a difference ;-)
I Don't Understand Trigger_relay
#9936 posted by Ron on 2010/06/10 21:51:46
I made a Func_button, pointing to a Trigger_relay, set a delay in there, pointing to 4 lights, who then target the relay again.
But when the button is pushed, after a while (probably the set delay ?) all the lights go on at the same time.
I don't understand how I have to make it work.
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