I have watched those but i wasnt sure about where in the entity spread sheet to put the target stuff or the target name parts....also in the “boss room” i place the boss entity in the map, but it doesnt show up when i run quake spasm....am i missing something there too?
Put an info_teleport_destination in your boss room. Give it a targetname.
Create a trigger_teleport brush and set the target field to the targetname of the info_teleport_destination above.
I got that part now....only problem now is how do i set a door to open with a specific kill count, or if i choose to reaquire a dropped item to open the door? Thanks
sorry hit submit to quickly
What boss are you referring to? Chthon or Shub Niggurath?
Those bosses require more complex setups so you should refer the original id maps to see how they were done.
Chthon is in E1M7.map and Shub N is in end.map
Video about map sources here:
You should re-watch my entity tutorial on trigger_counter
It was the red genie looking thing with the claws...and thanks for the video referral
what are yo guys using to compile maps for q1 and q2?
Stop The Train!
To get over the time releasing my new map I'm creating a little jumping platform game where trains as platforms are running threw the screen.
I only have one problem.
How can I stop them from running?
The last point for the func_train could be
if you don't use it in your train path.
Other way would be creating a button that breaks the func_train with kill_target on the moment it needs to stop. Bad thing is it disappears.
You could also use the progs_dump devkit that has the feature of pausing func_trains.
@Whistle. Thanks for help but I need the trains as a floor.
@Esrael- I'm using progs_dump and thought to find that in the function. Is it a spawnflag or a trigger_function?
Found It !!!
Finaly found it after reading the manual the third time. Ahh
It's the retrigger-spawnflag.
Will test it after the weekend.
Thanks again Whistle and Esrael for your help.
The pd_lava map has an example of the RETRIGGER spawnflag if you want to see it in action.
Does anyone know any good set of open source (CC0 or CC-BY) textures? I'm tired of using philipk's.
I watched the video on entity properties but what i cant seem to find is a list of properties....i want to use an ambient thunder point entity in my map but not sure how to change the intensity of sound or frequency of its occurence thanks
that industrial set was awesome. thank you.
The retrigger works great!
I made an mini episode with seven platform jump & run levels and am now fixing some map problems.
One of them is realy tricky. Sometimes there are two trains rolling in the same position but I can't find the second one in the editor. Do you now a way to find that brush?
@dumptruck_ds Re:retrigger Double Brush
So Ichecked out the brushes and theres no second.
It seems that this's a bug.
When the startingpoint of a train and the retriggerpoint of another train are the same, the second train has a ghost on the second position.
I'm currently helping dumptruck_ds with some stuff for progs_dump. I've taken a look at the train code, and I'm not sure what would be causing that problem. =( Is there any chance I could take a look at the .map file that's exhibiting this bug? If I could, I might be able to work out what's going on.
I'll check out the map size. Maybe I can mail it.
Hope that error was a failur of mine and not in the code.
So heres the downloadlink to the map.
Hope all files are included.
OK, I think I can see what's happening. The "ghost" train that overlaps the big train at the start is the model of the big, final train that appears at the end.
This one isn't a progs bug. I believe what's happening here is that the map is hitting one of the engine limits, which is that the playable area of a map is +/-4096 units on each axis. It looks like the final train starts at a path_corner so far "north" on the Y axis that its model wraps around and gets displayed at the "south" of the map.
In fact, it isn't just the final train whose model gets wrapped around: the models of the last several trains that should be at the far north are visible in the void to the south of the map when the map starts (try noclipping through the wall behind the player start point to see).
If you're using QuakeSpasm or a derivative, you should be able to see the effect vanish if you enter "sv_protocol 999" at the console and load the map again. (QuakeSpasm defaults to Protocol 666; Protocol 999 is the newer, higher-limit protocol which allows larger maps.)
If you want the bug to go away for all players, regardless of protocol, I think you'll need to modify the map so that there's less distance between the entities that are farthest south and farthest north on the Y axis.
P.S. I liked the retro visuals. =)