ah gotcha... so basically, if i got it right, it comes down to this?
make a teleporter, put a monster in the teleport brush, and make the teleport brush be triggered by something?
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This is a sticky topic.
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1) make some non-accessible room in your map
2) place your monsters in it
3) cover the floor in a trigger teleport brush
4) give it a targetname and a target
5) put an info_teleport_destination somewhere and give it a targetname that matches the "target" that you gave the trigger teleport
6) put a trigger, butoon (edit: or a button lol), whatever you want, somewhere and give it a "target" that matches the targetname of the info teleport destination.
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1) trigger_teleport - covers the floor where the monster is
target: tele_dest1
targetname: teleport1
2) info_teleport_destination - where the monster will spawn
targetname: tele_dest1
3)some kind of trigger or button - activates the trigger_teleport
target: teleport1
the player touches 3 which activates 1 and sends the enemy to 2. Note that 3 can be anything. You could give a door a target of "teleport1" and as soon as you use that door, it will do the teleport.
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It's for worldcraft and it doesn't tell you everything, but this link tells you how to make just about everything. The worldcraft part only matters in a menu sense. Rigging map entities in worldcraft is identical to rigging them in radiant. It has to be, no matter what you are still mapping for the same QC.
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extra note: to teleport a player, get rid of 3 ( and it's targetname in 1) put 1 somewhere that the player can touch it.
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extra extra note: For multiple monsters you will have to make multiple rooms with multiple 1's and have multiple 2's to match. Otherwise - telefrag. You can have one button set them all off. Just make a bunch of 1's with "target" that go to new 2's, but do not change the "targetname" (of the 1's). This way one button can "target" all trigger teleports.
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extra extra extra note: for flying monsters you may want to fill the volume of the room with the trigger_teleport, instead of just covering the floor or make the room so short the monster is forced to fly on the ground.
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extra extra extra extra note: touch bunzzzzzzzzzzzzzzLast edited by MadGypsy; 06-05-2013, 08:42 AM.
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ok thanx.
how about teleporting enemies, how exactly do you set that up? i know it involves putting the enemy in an area outside the map and make trigger a teleport on them, but how exactly do you do that?
could you make a short tut on how to do that?
cuz id like to have enemies teleport in in my map
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On func_door, these sounds should work according to the qc:
0) no sound
1) stone
2) base
3) stone chain
4) screechy metal
Hacking the map to get different sounds from them might be hard because those would also need to be precached.
QuakeC is the best way to get new and different sounds into a map.
If you want a readymade mod that allows you to play any sound when triggered, try ExtrasR4 or Quoth (and probably custents as well).
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got another quick question.... was just making a block-platform which rises out of the ground and was trying to add sounds to it. tried different numbers but it seems only 1 and 2 add sound? and 1 is this tack-tack heavy-chain sound and 2 makes it have zoomy tech-sounds.
is there a way to make it use the same sounds like the doors in E1M3 use? that grinding-stone movement sound and that hollow 'bom' stop-sound instead of those sound-sets it normally uses?
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also, could you make a list of sound-sets available for doors&lifts and such,
and make a tut on how to add different sounds then the standard sets? (if thats possible in quake)
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hmap2 also supports quake1bsp.
It's a bit stingy sometimes in what it thinks is a valid thing for a mapper to do and what isn't though.
Most people I know use txqbsp or Tyrann's new versions of tyrutils because they support detail brushes etc.
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tried it and treeQBSP supports the semicolon method too
thanx for the help
EDIT: whoops wrong thread about the map-release
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I can't help you on that info. Hmap2 makes maps that work in Quake engines. I have no idea what format it is actually spitting out. You could always try the semicolon thing with your compiler, maybe TQBSP has that feature too.
Alternately you could use TexMex (or a similar program) to combine all the wads
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if you are using hmap2 to compile, separate your wads with a semicolon in the radiant WAD: field
WAD: wad1.wad; wad2.wad; wad3.wad; etc.wad
and make sure all your wads are in the same folder as the wad that works. (ID1 or a custom game folder if you told radiant to use one)
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hum..... i has a lil question....
im making a map, and im using textures from more then one wad.
how do i get the map to show properly in-game?
cuz i cant figure out how to make the map show up with all textures used in-game,
when i compile it it shows only the textures from one of the wads i used textures from
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What you need is an ent. for Drake. That is a daunting task. Maybe you should contact "Drake" (lol) and see if he would share his ent with you.
Also the QC package i uploaded last night in JDSTONERs qc thread, has the ent and everything for rotation.
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Quoth: Mapping Tutorial
Here's a tutorial.
I remember I found this a little confusing, so if you happen to have any questions after reading that, feel free to ask.
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sure, would be great
would love to be able to have swinging doors and such in my maps, instead of only sliding doors
i think i might prefer hipnotic rotating brushes though, cuz its compatible with any engine
and not just only a few specific engines like the entities method
can has help on how to do these in my maps?
@GB
about drake...would this perhaps be what you mean? its one of the QC files of drake
oh, also another question.... anybody has or could make me game-setttings to be able to make maps for drake?
Attached FilesLast edited by talisa; 05-01-2013, 12:56 PM.
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method 2 is available in my QC, Talisa (hl_doors.qc). I can give you the .ent definition for it if you need it.
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