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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
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Coloured Light ~ Switch On/off 
I have a room with two lights.
One is coloured, the other one not.
When I add a button I can switch the white one on/off,
if I switch the coloured one nothing happens.
Is this preordered? 
 
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? 
 
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 
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? 
 
And I have another problem. If I set "enemy" "1" for a monster, then his stops seeing me 
Suggestion For Digs 
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 
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 ? 
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 
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 
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 
Don't have any experience with it myself, but you might want to check out HammUEr:

https://nte.itch.io/hammuer 
 
HammUEr will be your best bet, me thinks. I havent used it personally but it very much seems to be worth the money. 
HammEUr 
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 
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? 
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 
How would I create a door that rises upwards when activated by a key? I am using Trenchbroom 2. 
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