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Author Topic: [Q1] Entities moving together?  (Read 44 times)
randper
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« on: November 05, 2009, 11:19:36 AM »

I'm trying to make a teleporter come out from the floor when I kill a monster. I make the teleporter from a func_door + a thin trigger_changelevel near the func_door's surface. Both of them in the beginning are underground (will be activated when the monster is killed). My problem is I can't make the trigger_changelevel brush rise (like the func_door), and at the same time.
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JPL
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« Reply #1 on: November 05, 2009, 12:59:20 PM »

It is impossible to have a moving teleporter like you are describing it... However, I think it is possible to make it like this

1/ Keep your door moving up with a teleported texture in the middle
2/ Add a trigger_teleport with the following setting
   a/ makes it triggered by your killed monster (that will activate it only after monster death (+ a delay to let the door moving up), so set targetname <monster_killed>
   b/ set the teleport_destination to a hidden room in which the player cannot do anything else but jumps directly into the trigger_changelevel (just place the info_teleport_destination into the trigger_changelevel polygon)

Then you are done...

Second option is to use Quoth mod, as it is possible to trigger trigger_changelevel (like trigger_teleport in standard Quake)

Experiment !!!
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DanielPharos
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« Reply #2 on: November 05, 2009, 01:01:31 PM »

Another method: Couldn't you using scripting for this too? (Maybe Q1 isn't advanced enough for it, though.)
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JPL
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« Reply #3 on: November 05, 2009, 01:05:16 PM »

To add something more "consitent"...


monster_<whatever>
  target monster_kill_delay

trigger_relay
  targetname monster_kill_delay
  target        outofthisworld
  delay         5 (or something else that correspond to the door moving up time)

func_door
  targetname   monster_kill_delay

trigger_teleport
  targetname   outofthisworld
  target          outoftheworlddestination

info_teleport_destination
  targetname   outoftheworlddestination

trigger_changelevel
  map  <whereyouwant !!>
  
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JPL
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« Reply #4 on: November 05, 2009, 01:06:38 PM »

@Daniel Pharos: unfortunately it is not possible to script it in Quake... the game is quite straight forward, with no intelligence... that's why it is always awesome to do miracle with small bricks Smiley And you cannot imagine the number of tricks that have been found by people like Preach, neg!ke, necros, etc... to do amazing things in their standard Quake map Cheesy
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randper
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« Reply #5 on: November 06, 2009, 03:02:55 AM »

Thank you all, I'll try the solution(s).
But the one I find most desirable is to be able to create a new-and-improved target_teleport - AKA the Quoth way. But I'd really like to have the source for it too. Why don't they make it public?  Sad

Anyway, thanks again.
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JPL
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« Reply #6 on: November 06, 2009, 09:15:28 AM »

Quote
Why don't they make it public?  Sad

This is a good question that has been asked many times on func_ ( http://www.celephais.net/board/forum.php )... Globally it is just that the authors want to preserve the leas on their stuff... a matter to avoid any "copycating"..

Anyway, what you could do is to directly map using Quoth... here is the tutorial page http://kell.quaddicted.com/quoth/quoth_tutorial.html : it can be of help I guess Wink

Good luck !
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