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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Is there a way to increase the audible distance of an ambient sound in vanilla?
Some kind of key like "wait" ? 
No 
but you can use copies of them to approximate the same thing 
 
Duplicating an ambient sound emitter can give a noticeable 'echo' or layering effect that isn't always desirable, doesn't it? At least my bit of testing gave that effect. 
 
Yeah, duplicating isn't ideal, but might be the best solution for vanilla limits.

I'm fooling around with logic gates, also in vanilla, using trap_spikeshooters. I have a problem where the spikeshooter seems to trigger a button, but the button doesn't seem to trigger the relay connected to it.
If I go in and shoot the button myself, it triggers the relay, but not when the spikeshooter hits it. The button does seem to move backwards when its hit by the spikeshooter, just doesn't activate the relay.
Any idea what might be causing this?, or any advice on logic gates with messages for what needs to be done? Is it possible to use trigger_counters instead of logic gates a lot of the time?

Here's an image of what I'm trying to get working:
http://imgur.com/n0shMeg

The player hits a switch to open a door, but is told via message that x needs to be done first. once x is done, hitting the switch again will open the door. 
@HexenMapper 
Quake supports cooperative play.

1) If you shoot a rocket that opens the secret door, the owner of the rocket is you, so you get the message.
2) If player 2 shoots the secret door, he gets the message.
3) If some monster happens to shoot the secret door, it counts as "world". It would send the message, except there is no one to receive it.

Your relay is probably working as intended.

But players don't own the spikes the spikeshooter is shooting. It is a similar situation to a monster opening a secret door. No player is considered the one performing that action.

This is my guess. I don't think about QuakeC that often. 
Logic Gate Simplification 
Baker's correctly diagnosed the issue here, the relay is triggering but it doesn't know who to post the message to, so it goes undelivered.

If I understand what you want to do correctly, the change from "switch prints message" -> "switch opens door" is irreversible. You never want to go back to having the switch print a message again. In that case, all you need to do is connect the relay which outputs the message directly to the switch. Then when you toggle the logic gate, also killtarget the relay.

There are more complicated hacks which can be done if you need the button change to be reversible, but I doubt that's necessary today. 
Limit Range 
It has been an older subject, but what can I do to make my Terminator (867verts/1968tris) model load into Fitzquake085?
Quakespasm plays it fine.

It had something to do with the cache memory for models getting to the limits.
Should I just delete subjects from the base file? 
 
Does it do an error message? 
 
Great thanks guys, that should fix it :) 
 
Message : is there a way to do multiple lines in vanilla? longer messages get cut off. 
Yes! You Are In Luck. 
See screenies - self explanatory. \n == new line

http://imgur.com/E6O9swK

http://imgur.com/STCBU1G 
 
"message" "Hello,\nworld.\nAnd a third line." 
@-Baker 
The last time I had something similar was with another model.
What I can remember was, that if a model passes the 1000verts/2000tris, it won't be imported into Quake.
So I think I passed these limit again, although slightly. (817v/1968t)

When deleting parts, this count will lower. But it will also damage the solid statement. 
Amazing 
cheers, saved my bacon 
 
well I tried the \n but I'm still getting a clipped message and no new line...

http://imgur.com/1Gt5GAr 
@Hexnmapper 
...are you using TB2 RC4? According to ericw earlier versions had a problem with this. Also are you using Darkplaces? What compiler are you using? All of these thing could cause an issue.

Search for this post in Mapping Help and read on a few lines down: #18654 
@Hexnmapper 
...are you using TB2 RC4? According to ericw earlier versions had a problem with this. Also are you using Darkplaces? What compiler are you using? All of these thing could cause an issue.

Search for this post in Mapping Help and read on a few lines down: #18654 
 
I'm using TB2 RC3, but I'll get RC4 tonight.
Using the usual tyrutils to compile and running on a fairly recent quakespasm 
@hexenmapper 
That should fix it. 
Works Perfectly 
Upgraded to TB2 RC4. when I went into the entity with the message, the \n had been changed to \\n. Changed it to \n and works perfectly. Woo! 
Spawnflags 64 
Did chapters have the delayed monster spawning that's in Quoth? Or is there some usable QC available for that (not zer)? 
Code! 
https://web.archive.org/web/20071225015032/http://www.inside3d.com:80/showtutorial.php?id=171

The fact that I'm linking archive.org tells me I should repost this on my blog! But I'm lazy as shit right now so just use the archived copy instead! 
Bonus Content! 
There's an issue in the code in the tutorial which I fix when I repost it. Where I do self.model = ""; you should do self.modelindex = 0. Otherwise the monster counts towards the signon buffer unnecessarily! 
Updated J.A.C.K Fgd For EricW's Tools 
Updated for compiler version v0.15.10

fgd - https://twitter.com/tdDaz/status/893588140560089090

compile tools - http://ericwa.github.io/tyrutils-ericw/

GO MAP :) 
PRO TIP 
Press the HELP button on any entity properties window and it will explain every addition in full detail. 
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