 Confused
#16197 posted by JohnisonBoa on 2016/03/09 23:22:12
I use a trigger_once for a func_door or plat elevator able one time? triggered by a button
 JohnisonBoa
So, what I think you are asking is how to press a button once, and it will trigger only once. To do that, add this in keys/values of the button:
time -1
What time does is after you press the button, it will stay depress for x amount of time before being repressable. Setting time to -1 just means for the button to stay indented after pressed.
#16199 posted by necros on 2016/03/09 23:58:10
in a way, it's too bad everyone is using only hammer and tb these days. both those editors do not display the old school entity descriptions like radiant did and that is a much easier way to learn the stuff. :(
Plats are always drawn in the
extended position, so they will
light correctly.
If the plat is the target of another
trigger or button, it will start out
disabled in the extended position
until it is triggered, when it will lower
and become a normal plat.
Flags:
"plat_low_trigger"
plat will only be triggered when in
lowered position
Keys:
"speed"
moving speed, default is 150
"height"
determines the amount the plat
moves, instead of being implicitly
determined by the model's height.
"sounds"
1 = base fast
2 = chain slow
so a trigger_once in this case would unlock and lower a plat and then the plat would work as normal.
 SpecialBomb
#16200 posted by DeeDoubleU on 2016/03/10 00:11:12
I believe you meant "wait" key.
 Necros
What editor are you using? I'm interested...
 Yep, Whoops
 Ok To All
#16203 posted by JohnisonBoa on 2016/03/10 01:02:38
I get try
#16204 posted by necros on 2016/03/10 01:55:09
i use tb now, but i used to use qeradiant for many years, then a version of radiant sikkpin had worked on. radiant doesn't have those 'smart' keys, instead it just displays the text left by the developers and you would have to manually add in the key names. it was a bit more work, but you would learn how the entity behaved a lot faster.
of course, radiant, as an editor isn't as fun to use as tb. and it's not hammer either. if you want to give radiant a spin, netradiant 1.5 is the one that is still being worked on.
 Well, SleepWalkeR Is Already Making TB2...
#16205 posted by SpecialBomb on 2016/03/11 17:47:17
Hopefully in his successor, he will add an entity list with keys and examples of values.
 It Already Does
#16206 posted by SleepwalkR on 2016/03/11 19:33:12
TB2 shows you everything that's in the FGD file. It shows you all keys that have default values (in italics), and it shows you the descriptions (either in tooltips or in the text field below the property table).
 TB2
#16207 posted by JohnisonBoa on 2016/03/11 20:51:19
keeps the brushing mode? I like the Smart brushing mode of TB
 I Don't Know What You Mean
#16208 posted by SleepwalkR on 2016/03/11 23:23:54
By smart brushing?
#16209 posted by Joel B on 2016/03/12 00:06:51
30 seconds per quadrant, soft bristles, don't forget to floss.
 Lol
#16210 posted by JohnisonBoa on 2016/03/12 00:47:02
srry, easy brush grid
 Haha! Johnny Law
#16211 posted by mjb on 2016/03/12 01:50:18
 Easy Brush Grid?!?
#16212 posted by SleepwalkR on 2016/03/12 07:31:58
 The Goods Of TB
#16213 posted by JohnisonBoa on 2016/03/13 15:12:57
easy brush, pues hablo ingl�s a medias. :S
 Qbsp & Item Problem
#16214 posted by JohnisonBoa on 2016/03/13 15:42:36
"no filling performed" why happens?
I don't know if the problem of dissapeared �TEMS in the bsp file have relation with it...
 Johnison
#16215 posted by madfox on 2016/03/13 17:53:03
read
"No entities in empty space -- no filling performed"
Normally caused by not having at least one entity that is positioned far enough from solid brushes. Move one of the entities further away from all walls.
Don't care.
 Ok
#16216 posted by JohnisonBoa on 2016/03/13 18:02:26
Aaaah...
 QBSP Doesn't Find The Texture WAD Found By Trenchbroom
So, the map has as texture reference the text "id1\QUAKE101.WAD" and Trenchbroom did locate QUAKE101.WAD ok, but when I compile the map it says "Invalid WAD location in world model" or something like that.
This means my map will have no textures! And in fact... I tested it.... all checkerboard! At least the shaders worked, but it still looked *horrible*! I can't withstand a texture-less map!
Please! What do I do now? My compilers and the map files are located respectively in "Documents\My Quake One Maps\compilers" and "Documents\My Quake One Maps" respectively.
OS: Windows 10 64-bit, x64 architecture in 64-bit system
 Try Setting Absolute Path To WAD
#16218 posted by DeeDoubleU on 2016/03/14 16:56:34
#16219 posted by necros on 2016/03/14 16:56:42
That's a relative folder. The was has to be on that folder relative to where you are compiling from. I fond symlinks best for this.
And how do I do symlinks? MKLINK?
 Nailgun Not Showing
Along to this problem, I noticed the Nailgun is not showing in the secret pool I did, despite no warning showing in the compiler (other than that missing textures one). This is my first map.
I don't want to move my map folder to Darkplaces folder! That would make a mess !!
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