#20022 posted by digs on 2019/01/19 08:32:11
Can't output centerprint message if activator is not "player" in standart progs.dat (trigger_relay or other). Is there any way to do this?
#20023 posted by Spud on 2019/01/20 03:47:03
Set an enemy | 1 key/value field on the trigger sending the message. In singleplayer, the player is always edict number 1 (worldspawn being 0), and the entity being activated should still consider the player its enemy, thus sending the message properly- at least in my experience. Note that this only works in singleplayer, as MP will have different edict numbers for different players.
@Spud
#20024 posted by digs on 2019/01/20 06:03:23
I understand your idea, it is interesting, but it does not work for me. The event sends a monster. I added him the property "enemy" "1". He is killed by a Vore's shell. But the message is not displayed.
I looked at the source code.
void () monster_death_use =
{
...
if (! self.target) return;
activator = self.enemy;
SUB_UseTargets ();
};
Only a number is assigned here. But elsewhere the entity is verified.
if (activator.classname == "player" && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
How can this work?
#20025 posted by digs on 2019/01/20 08:21:18
And I have another problem. If I set "enemy" "1" for a monster, then his stops seeing me
Suggestion For Digs
#20026 posted by Preach on 2019/01/20 19:05:51
Hi Digs,
I think you can use the following hack to get your message to display:
https://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/
Use this hack to create a trigger with your message, which gets spawned when the Vore dies. You'll need to make sure that the trigger is so big that the player will hit it straight away - why not make it the size of the whole map!
@Preach
#20027 posted by digs on 2019/01/21 03:39:25
Thank you very much! This is a very interesting decision. I will try to use it in the future when the opportunity arises. But I already sent the map for which it was necessary. Therefore, now only the next time. Thanks again
Anyone Using Linux To Map ?
#20028 posted by vossk on 2019/01/26 14:17:04
And would point me in the right direction for tools of the trade, wanted to start making maps for a long time, just lurked around for almost a year...
@vossk
#20030 posted by Razumen on 2019/01/28 07:19:35
Trenchbroom is available for linux:
https://github.com/kduske/TrenchBroom/releases
As well as EricW's compilers:
https://ericwa.github.io/ericw-tools/
I don't use Linux, but this is what I'm using currently for mapping and am pretty happy with it.
Unreal Engine Question
#20037 posted by starbuck on 2019/02/03 17:49:52
Does anyone have a pipeline going from Trenchbroom to unreal engine 4? Or failing that, is there a good way to “map” in unreal engine 4 in a vaguely “quakey” manner?
Starbuck
#20038 posted by Esrael on 2019/02/03 18:49:55
Don't have any experience with it myself, but you might want to check out HammUEr:
https://nte.itch.io/hammuer
#20039 posted by muk on 2019/02/04 00:03:20
HammUEr will be your best bet, me thinks. I havent used it personally but it very much seems to be worth the money.
HammEUr
#20040 posted by starbuck on 2019/02/04 10:35:57
That’s a terrible name for something that looks really good. Thanks! Will look into it.
How To Change A Q2 Map's Gravity By Hitting An Ingame Button / Trigger
#20042 posted by Chronus on 2019/02/23 17:30:13
Is there any resource that could help me find a way to change gravity in Quake2 midmap? Either a tutorial on how to create such a custom entity, a way to alter the existing trigger_gravity in order to affect players as well, or some other way?
Thanks
TrenchBroom For CTF Maps?
#20043 posted by Thoth on 2019/03/03 22:43:30
I'm trying to make a Threewave map. Does anyone know where to find the FGD/DEF files for use with TrenchBroom or another Level Editor? They don't seem to be anywhere.
Open A Door Using A Key
#20044 posted by Tez on 2019/03/03 23:25:46
How would I create a door that rises upwards when activated by a key? I am using Trenchbroom 2.
Thoth:
#20045 posted by Joel B on 2019/03/04 00:08:58
Good question about CTF.
As far as I know, back in the day CTF mappers would just edit their own copy of the fgd to define a few more entities, because there weren't that many new entities to add & they didn't have many interesting keys to set on them.
(Or even manually edit the map file to add the entities.)
You have item_flag_team1 and item_flag_team2 for the red/blue flags. Then info_player_team1 and info_player_team2 for the initial spawns. The spawn entities could have the angle key set to determine their facing. That's about it.
For respawns after the initial team spawns, that just used normal info_player_deathmatch entities.
What About Runes?
#20046 posted by Thoth on 2019/03/04 03:10:20
Are they just the normal quake runes? Or is there a different info?
|