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Technical Questions (How To)
[Q1] Entities moving together?
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Topic: [Q1] Entities moving together? (Read 44 times)
randper
Newbie
Posts: 15
[Q1] Entities moving together?
«
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
Sr. Member
Posts: 123
Re: [Q1] Entities moving together?
«
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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What does not Kill you, Make You Stronger
DanielPharos
Global Moderator
Hero Member
Posts: 457
Dancing Dan
Re: [Q1] Entities moving together?
«
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
Sr. Member
Posts: 123
Re: [Q1] Entities moving together?
«
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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What does not Kill you, Make You Stronger
JPL
Sr. Member
Posts: 123
Re: [Q1] Entities moving together?
«
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
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
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What does not Kill you, Make You Stronger
randper
Newbie
Posts: 15
Re: [Q1] Entities moving together?
«
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?
Anyway, thanks again.
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JPL
Sr. Member
Posts: 123
Re: [Q1] Entities moving together?
«
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
Good luck !
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What does not Kill you, Make You Stronger
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