Search found 14 matches
- Wed Dec 07, 2005 11:07 am
- Forum: ID Tech
- Topic: regional audio
- Replies: 4
- Views: 2090
I had a look at DM17. There are quite a few ambient sounds as you said but, there is no control for fall-off on any of the sounds. I created a long room in GTKRadiant and stuck a Target_Speaker at one end and a spawn at the other. The sound does get louder as you approach the source, so there is som...
- Mon Dec 05, 2005 10:10 pm
- Forum: ID Tech
- Topic: Flag return
- Replies: 3
- Views: 1827
- Mon Dec 05, 2005 5:51 pm
- Forum: Quake III Arena & Quake Live Discussion
- Topic: running map frpm console
- Replies: 13
- Views: 3285
- Mon Dec 05, 2005 4:16 pm
- Forum: ID Tech
- Topic: regional audio
- Replies: 4
- Views: 2090
- Mon Dec 05, 2005 10:36 am
- Forum: Quake III Arena & Quake Live Discussion
- Topic: running map frpm console
- Replies: 13
- Views: 3285
- Mon Dec 05, 2005 9:42 am
- Forum: ID Tech
- Topic: regional audio
- Replies: 4
- Views: 2090
regional audio
Good morning people, I have managed to set up a CRUSHER with a time-delay. The button plays and "activated" wav file to only the player hitting the button. It also plays a, "find cover" wav file at the same time but, to the whole map. I only want this second audio piece to be hea...
- Mon Dec 05, 2005 12:56 am
- Forum: ID Tech
- Topic: Removing all weapons Q3A
- Replies: 8
- Views: 3493
Good morning people, Because setting up a dedicated OSP server was too much like hard-work. Not to mention not knowing how to do it. (Our company runs a dedicated server during lunch-time that I can't interfere with) I used the Target_Give to remove the bullets from the MG. However, the screen now d...
- Sun Dec 04, 2005 11:24 pm
- Forum: Quake III Arena & Quake Live Discussion
- Topic: running map frpm console
- Replies: 13
- Views: 3285
- Sun Dec 04, 2005 10:32 pm
- Forum: Quake III Arena & Quake Live Discussion
- Topic: running map frpm console
- Replies: 13
- Views: 3285
- Sun Dec 04, 2005 9:09 pm
- Forum: ID Tech
- Topic: Flag return
- Replies: 3
- Views: 1827
Flag return
Good evening people, I've created a large Trigger_Hurt causing dmg of 999, instantly killing the player, as desired. However, if the player is carrying the flag, it sits on the bottom of the map (the bottom brush that seals in the map and makes up the surrounding box) for an undetermined amount of t...
- Sun Dec 04, 2005 9:01 pm
- Forum: Quake III Arena & Quake Live Discussion
- Topic: running map frpm console
- Replies: 13
- Views: 3285
running map frpm console
Hi people, Sorry for the lame question but, I can't seem to run a CTF map from the console (tilde key). Typing: - map mapname does, indeed, start my map but, in FFA mode. I can start the map from the normal way of picking Single/Multiplayer -> CTF -> mapname etc. Incidentally, is there a limit that ...
- Thu Nov 24, 2005 2:05 pm
- Forum: ID Tech
- Topic: Removing all weapons Q3A
- Replies: 8
- Views: 3493
- Thu Nov 24, 2005 11:33 am
- Forum: ID Tech
- Topic: Removing all weapons Q3A
- Replies: 8
- Views: 3493
Your diagram is correct, Shallow. That's what I have connected at the moment. info_player_deathmatch -> target_give <- ammo_bullets I have OSP at work and (fairly sure) at home. How does this fit into editing? Will extra options be available in GTKRadiant or am I going to have to do a bit of researc...
- Thu Nov 24, 2005 10:39 am
- Forum: ID Tech
- Topic: Removing all weapons Q3A
- Replies: 8
- Views: 3493
Removing all weapons Q3A
Hi people. I thought I'd give modelling a CTF map for the players at work. I'm trying to remove the bullets from the MG at spawn-time for a gauntlet-only game. Having zero bullets in the MG, so it autochanges to the GAUNTLET From the manual I've tried to work out that I have placed an AMMO_BULLETS i...