News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
Cocerello 
I only sort of half agree with your post but you do make some valid points.

Maybe a worthwhile change could be to just not allow the Name field to be blank. I can't think of a single reason why anyone wouldn't want to fill in the name field unless it's a shitpost. 
 
80% of the anon posting I'm seeing is anti-anon trying to make some point. Where is all this malicious troll shit posting? I must be reading the wrong threads. 
 
hi bob, you must be new here. 
This Sure Is Some Cool Mapping Help Guys 
(and yes I am aware of the irony) 
Kinn 
I thought that too, but passed on saying because what that would change is people filling it with anything to pass through that requirement.

I can't think of a single reason why anyone wouldn't want to fill in the name field unless it's a shitpost.

Fear of verbal reprisal or harrasing from the most vocal parts of the community when talking about certain topics that are considered taboo, or those considered holy by some fans. Or to summarize, cowardy. 
Yep 
i think i can solve that. A random question, let's see ... if i turn a brush entity like a trigger into a point entity to avoid a limit, does it still keep the bbox? Does the player need to go to the point to trigger it?

By the way, the previous meessage was me. Forgot to put the nick. 
Mapping Help 2: Anon Conversation Boogaloo 
I was thinking about it from an anti-spam perspective. I'll concede that if blocking anon posting is not an option, then I'm all out of ideas of how spam and shitposting can be reduced. 
Mapping Help Probably Includes Entity Help. 
Entity Enemy Help. [EDIT]
Posted by kibbles on 2018/05/29 01:08:43
I've been searching for information on how to make monsters attack other types. Is there a way to do this within worldcraft? I can't find the entity index online


#1 posted by kibbles on 2018/05/29 01:10:46 spam
I tested smartedit adding enemy 6 to key and values to a monster enemy and placed all the monsters near it, he didn't attack
He Protec But He Also Attac
#2 posted by anonymous user on 2018/05/29 01:19:28 spam
Post in Mapping Help if you don't want a smac.
Need Help With Mapping?
#3 posted by anonymous user on 2018/05/29 01:23:35 spam
Get in line like everybody and ask in mapping help thread.

#4 posted by mankrip on 2018/05/29 03:04:44 spam
IIRC, in vanilla Quake the .enemy reference is cleared by the QC code during entity initialization. You need custom QC code. 
Make Enemies Atrack 
I had a thought just now...if you make a trigger hurt, and set the .owner field to the edict number of another monster, then drop a monster into the hurt trigger, and cleanup by killtargetting the hurt trigger soon after...runs off to double check T_Damage code. 
Make Enemies Atrack 
I had a thought just now...if you make a trigger hurt, and set the .owner field to the edict number of another monster, then drop a monster into the hurt trigger, and cleanup by killtargetting the hurt trigger soon after...runs off to double check T_Damage code. 
Qtest 
I know it is a bit of a creep, but I've been rumbing into the QTest file and I wondered if it would be possible to get access to the progs.dat.
As there is no progs.src the file bounces off as soon as I try decompiling it.

For what it is worth, I would like to play some SP maps in it, but there is no way to reach the bsp files as they all are in a different shape.

I know it's a silly question, but I just have that old fashion feeling how it would look like to add all given monsters in a usefull way.

Now it is just a stand-alone for DM with a rather broken way to use the entities. 
 
I use Quoth2 for my new map. How can I make a pendulum using info_rotate? 
#19708 
qtest's .dat format is slightly different. from what I recall, the opcodes are mostly the same, it gains line number info, but it also lacks information about which variables are locals and which are not. if you were to adapt a qc decompiler, it would just end up treating all locals as globals. I don't think there'd be much else of an issue in tweaking a decompiler though.
however the bsp format is different too.

iirc, TimeServ made some tweaks to FTE years ago in order to run qtest's .dat paired with bsp29 maps. Whether that still works (and whether the map's entities have changed too) is a different matter. It doesn't support qtest's bsps (issues with surface triangulation), and I have no idea about the hud. Its also not software rendering. 
Thanks Spike! 
The qtest progs.dat is 312kb. I don't think there is a monster.qc included, as a small comparisment showed.

I took the first test1.bsp, which is "the place of the two deaths". In the original Id dm I placed some monsters, and then took both bsp files. With Texpath I could add the monsters to the test1.bsp file, but it immediately gave the "higher than 311kb buffer" warning.

So I think there is only info about weapons/ammu/health and deathmach players.

I tried decompaling with proqcc.exe -dec progs.dat but it ends up with "Error opening defs.qc".
No idea how to use FTE for decompiling.

@digs - Maybe not what you want, but here's the
doe pendulum qc. Maybe that helps, but it's not rotating. 
@Madfox 
@madfox 
Thanks, but I do not want to use any additional scripts. I thought that this is possible in the limits of the chosen mod. It's a pity if this is impossible 
Madfox 
Do you want to add Qtest features into a mod? What does it have that you want?

Let me know where to download it and I can add it into Keep for you. Which reminds me. I never did add in some of your stuff. Would you mind if I did? No reason to leave a mod behind. 
8 posts not shown on this page because they were spam
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.