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>> No.4104662 [View]
File: 1003 KB, 1375x631, fusetest.png [View same] [iqdb] [saucenao] [google]
4104662

>>4104628
Well shit, in that case go ahead and throw it in if you want, all I ask is that if the map pack has a credits file, it's thrown at the bottom of the list with a name credit. If it needs an actual exit back to the hub/no insta-death Shambler/a readme file with credits/info, I could make a couple quick edits and recompile- is the Google Doc accurate that qump_start is still the name of the hub map?

> I would love to know how you set up the whole "need object", "get object", "use object" type of thing - seems like Quake 2 tech and I'd love to know how to do that kind of thing in Vanilla quake.
A hectic mishmash of a sadly large number of relays and triggers to recreate the effects of having a key without the player actually having a key, basically. Setting up the button itself isn't that hard- the button itself is linked to a spike shooter in a separate box the player can't reach, which in turn shoots a makeshift button (InitTrigger 'entity') that toggles the screen- there's a wall blocking the button that gets removed when the player first touches the trigger over the makeshift key, then touches the trigger spawned immediately after at the dropoff point. There are probably simpler and easier ways to do that with less entities (delayed-spawning the trigger might work, actual buttons and doors are very resistant to delayed spawns and will cause an immediate crash), but it was late, I was tired, and I had to poop.

It's the various deleting and creating brush models that takes up all the work, a whole bunch of trigger_relays that all have to do different things because you can't set a trigger_relay to have both a target and a killtarget in vanilla Quake and all the entities have to have different targetnames because they aren't all always activated at the same time.

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