Hello,
I am not sure if it was mentioned already, but you should defenitely read the detailed comments in the QuakeC code.
All the functions (especially the ones you mentioned for mapping) are explained together with their params.
So you will see what they do, how they work and understand it a lot better.
The comments there have been made with a purpose i guess.
I do not know the descriptions of your mapping tools for these func_xxx functions, but it will sure not hurt if you take a look at the descriptions in the QuakeC code.
They can be found mostly in QC files with self-explaing names:
buttons.qc, doors.qc, plats.qc, triggers.qc, ..
Just an example:
These explenations are always written directly before the function itself.
Have fun creating your map.
Seven
I am not sure if it was mentioned already, but you should defenitely read the detailed comments in the QuakeC code.
All the functions (especially the ones you mentioned for mapping) are explained together with their params.
So you will see what they do, how they work and understand it a lot better.
The comments there have been made with a purpose i guess.
I do not know the descriptions of your mapping tools for these func_xxx functions, but it will sure not hurt if you take a look at the descriptions in the QuakeC code.
They can be found mostly in QC files with self-explaing names:
buttons.qc, doors.qc, plats.qc, triggers.qc, ..
Just an example:
/*QUAKED func_door (0 .5 .8 ) ? START_OPEN x DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE
if two doors touch, they are assumed to be connected and operate as a unit.
TOGGLE causes the door to wait in both the start and end states for a trigger event.
START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors).
Key doors are allways wait -1.
"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
"angle" determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"health" if set, door must be shot open
"speed" movement speed (100 default)
"wait" wait before returning (3 default, -1 = never return)
"lip" lip remaining at end of move (8 default)
"dmg" damage to inflict when blocked (2 default)
"sounds"
0) no sound
1) stone
2) base
3) stone chain
4) screechy metal
*/
if two doors touch, they are assumed to be connected and operate as a unit.
TOGGLE causes the door to wait in both the start and end states for a trigger event.
START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors).
Key doors are allways wait -1.
"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
"angle" determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"health" if set, door must be shot open
"speed" movement speed (100 default)
"wait" wait before returning (3 default, -1 = never return)
"lip" lip remaining at end of move (8 default)
"dmg" damage to inflict when blocked (2 default)
"sounds"
0) no sound
1) stone
2) base
3) stone chain
4) screechy metal
*/
Have fun creating your map.
Seven
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