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Teaching Old Quoth New Tricks
Specific cool things you can do with Quoth entities.

I don't know how well known these simple things are but I'll put them up to start the thread!

--- func_togglewall ---

if you have a detailed floor with bits of geometry and small gaps in it, and this causes monsters to not path over it, just place a togglewall over the top. Monsters will now run over it perfectly.

Fake Collision hulls for rotators. Hipnotic rotating entities suck. But if you can deal with the rotation being purely visual, you can create a togglewall hull and toggle between the two and the object will feel solid (example use: A rotating bridge that the player doesn't stand on as they rotate it).

--- func_Movewall ---

movewalls are invisible and moveable solid collision. You can use this to push monsters around, or move the player around without any visible object touching them.


--- info_trap ---

info_traps cannot be toggle triggered like a door. When triggered it just fires repeatedly until killed. If you want to manually control when it fires, give it a reload time of 9999 seconds. When triggered again it will fire and reset this timer.

info_traps can be told to fire toward objects. This is obvious, but this object can move. Get an info_trap to target a rotate_train and the trap will appear to track it.

Random fun turret set up: Give an info_trap a really long reload time, and place some pillars along a walk way opposite the info_trap. Put trigger_multiple entities between the pillars, and make the info_trap projectile fast but with rocketeer style homing. The trap will appear to shoot directly at the player (but if the projectile is fast enough it'll be easy to dodge if moving), and will only appear to fire when the player is visible between the pillars, making it look a bit more intelligent.
 
i've already talked about this but you can bind anything to rotaters, not just movewalls. triggers, items, mapobject_custom (when not static), monsters... other rotaters.
you can fake torches attached to a lift by using a func_rotate_train with a visible, solid movewall and no rotate_objects. 
Oops, Meant To Hit Preview :P 
in theory, you could attach chthon, shub or the vermis to a train to have it move around. 
Only Decorational Ones Though, Right? 
But since Chthon and Shub have MOVETYPE_STEP they will move around on a regular func_train just fine and still be able to do their thing. 
 
Another quick note about rotate_train. Regular func_trains pause for a moment between nodes. Rotate trains don't do this, and thus move more smoothly.

They also don't stop when crushing something. Actually if a movewall hits two monsters, it will damage one and pass right through the other with no effect.

I have a draw bridge in one level that drops down, but the player can stand underneath it when this happens. a normal train would stop whilst it causes damage and the player could walk out. A rotate train will just carry on moving, and the player (or monster) just gets stuck. My solution was to make the movement of the bridge very violent and just kill the player on contact :E 
 
Regular func_trains pause for a moment between nodes.

Not with spawnflag 1 (TRAIN_SMOOTH).

http://celephais.net/board/view_thread.php?id=60173&start=228&end=228 
 
Ooh okay, I stand corrected :) 
 
if you have a detailed floor with bits of geometry and small gaps in it, and this causes monsters to not path over it, just place a togglewall over the top. Monsters will now run over it perfectly.

Or just use a clip brush. 
No 
Monster navigation disregards clips on the floor. Sometimes they manage to cross 16 unit gaps after a few moments of nervous wiggling, but putting togglewalls or skip there makes things a lot smoother, and is required for larger gaps. 
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