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Setting up and using Radiant
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This is a sticky topic.
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does the path have to be looped? as in does the last corner have to be linked back to 1st corner again?
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hum.... could i get some help on how to make enemies patrol along a path?
i need this for something i wanna do in the map i am making
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lol... I get it. I get it so emphatically that I could explain all of it to you backwards and completely reinvent it along the way.if you still dun get it
don't confuse "dun get it" with tmi.
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what i have in my map is a very tall wall which should open up upwards, but it shouldnt slide up the entire length of the wall, only the heigth of a normal door. and thats what i needed lip for, to make the wall move open upward but have it only move upwards partially and not its entire height.
if you still dun get it, here is the map i am talking about so you can see for yourself what i meant i needed lip for.
Zippyshare.com - invasion1.bsp
kill the first group of 8 hellknights, then another group of 8 will teleport in and after you kill those the big walls on the sides of the platform with SNG will rise up. before i used lip the walls would move up the entire length of the walls, now they only move up enough to open up the way to the part with LG.
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If you assign a lip, that will be the most the door ever opens. Meaning, the door you want to make, will never be a door that can actually be used. If you want to make it open a little at a time, you are gonna need a few doors and some mapping voodoo or you could simply write your own QC brush that does everything you want.
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@gypsy
true but what i meant is i was trying to make a vertical door which only opens partially, like 1/3 of the height.
and i was puzzled at how to make it open partially, and now i know i need to use the 'lip' key for that
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lol, the funny thing is, lip is already set to a default (of
if you don't explicitly set it yourself, so none of your doors should have been opening all the way anyway.
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thanx seven for these short explanations
i been wondering for a bit what that 'lip' key did, and now i know. itll be very helpfull cuz itll allow me to make doors that dont open all the way
which ive been trying to figure out how to do since i started that map i am busy on.
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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./*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
*/
Have fun creating your map.
Seven
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nvm about the question about how to do a delayed trigger, already found out i had to use a trigger_relay for that myself after looking at the names of available triggers and seeing that one which caught my eye
neat, ill be able to use all of those in my invasion-map and can sorta replicate the skulltag invasion-mode with triggers and such, without having to use custom QC
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thanx again gypsy, i tried both using a counter to open a door and another one which triggers a monster to teleport in, and did both succesfully in one try with your instructions
thanx a lot for the short tuts!
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ah nice. i actually was about to ask how to do something like that, having to kill a set of monsters before a door opens or such
its like you read my mind on that i was gonna ask that.
another question... how about adding a delay after killing a group of monsters before the door opens? how would i do that?
if id make the monsters target a door outside of the map instead and make that door target the actual door i want to open, will it trigger the door inside the map when it finished opening?
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yup that''s it, but it basically boils down to that for EVERYTHING in the map. Let me teach you some logic.
If something has a "targetname" it will not be used until something with a matching "target" is activated. This means that anytime you need one thing to lead to another - target(name) is where you need to start.
The second part is understanding what an entity does, what it's main function is. If you have that knowledge, you can create a target(name) chain to do just about anything.
door - with targetname, will not open til the "target" is used
triggers with targetname will not do shit til their "target" is used - with the exception of teleporting a monster, you really never want to put a targetname on a trigger, cause the whole purpose of a trigger is to have an invisible button. I believe one other exception is trigger_count. If I remember correctly, you have to give a trigger_count a targetname and everything you want it to count a matching target.
button with targetname would be stupid, it would be a button you cant press, you would have to press some other button (or do some other thing) to set it off (lol)
info brushes do nothing. They just "are". Info_teleport_destination does NOTHING but mark an origin to teleport to.
I think that covers the function brushes. Of course targeting a monster isn't going to do anything (maybe wake it up). Monsters are probably the only entity that can't be targeted (for any good reason). But monsters can target other things (upon death)
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actually lets play with what we know. Lets say that we start with your teleporter and also say that it will teleport 5 monsters. Let's give all of those monsters a target of "monster_count". Now, lets make a door and give it a targetname of "monster_door", finally let's make a trigger_count and give it a targetname of "monster_count" a target of "monster_door" and a count of 5.
Now lets look at what would happen.
You do something and 5 monsters appear, you kill 2 and a message appears "3 more to go", you kill the final 3 and "monster_door" opens.
You see? You can extend these chains into infinity...
The door opening could target a lift to come down, which could target another door to open or more monsters to spawn or really anything you can imagine. Then, when you die and all the facts of you are established you will see that you used words derived from "target" up to 400% more often than any of the other most used words in your vocabulary. Isn't that rad?Last edited by MadGypsy; 06-05-2013, 09:59 AM.
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