Moving trigger_hurt

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Ganemi
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Joined: Thu Apr 21, 2005 12:57 pm

Moving trigger_hurt

Post by Ganemi »

Is it possible to do this in idtech3? Have, say, a moving gas that is represented by a box move and do damage to players?
KittenIgnition
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Joined: Sun Nov 06, 2011 11:11 pm

Re: Moving trigger_hurt

Post by KittenIgnition »

You can't move a trigger_hurt, for the obvious reason that it's already an entity. However, you can move a lava or slime shader, and those are the only shaders that can cause damage. They also cause damage in a specific way that cannot be modified (simply): if you are completely submerged, you take significantly more damage. And you can't choose how much damage is dealt.

So... sort of?
Obsessed
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Re: Moving trigger_hurt

Post by Obsessed »

However, you can move a lava
+1, notorious q2dm3 ("The Frag Pipe") for example.
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Eraser
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Re: Moving trigger_hurt

Post by Eraser »

KittenIgnition wrote: However, you can move a lava or slime shader, and those are the only shaders that can cause damage
This can't be done.
Any surfaceparm shader instructions that define the contents of the brush are hard baked into the map at compile time. That means the area that hurts the players (and added effects like sounds played when entering the liquid or leaving it or the view warping effect while submerged in a liquid) isn't actually moving with the brush itself. It stays in the area the brush originally covered before moving (sort of, the player-hurting effect itself appears to become disabled once the brush moves).

I once tried to create a pool of water where the water level can be raised and lowered once, but I gave up on that because of these oddities.
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Eraser
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Re: Moving trigger_hurt

Post by Eraser »

Obsessed wrote:However, you can move a lava
+1, notorious q2dm3 ("The Frag Pipe") for example.
Quake 2 isn't Quake 3 though :(
Obsessed
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Re: Moving trigger_hurt

Post by Obsessed »

@ Eraser, yep, you're right! :miffed: :q2: != :q3:
KittenIgnition
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Joined: Sun Nov 06, 2011 11:11 pm

Re: Moving trigger_hurt

Post by KittenIgnition »

Alright yeah, all my testing is done in Defrag, and I often forget just how much it changes. Movers can be lava or acid, and they work as you would think. Baseq3 seems to not, sadly :(
LDAsh
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Joined: Sat Dec 17, 2016 1:25 pm

Re: Moving trigger_hurt

Post by LDAsh »

These kind of things can be faked with the "shooter" entities, but requires a custom (invisible/silent) projectile, which I don't remember being too hard to set up.
Ganemi
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Re: Moving trigger_hurt

Post by Ganemi »

If anyone else can confirm or demonstrate that it could be faked I'd be into trying my hand at making a new map asap.
RojaN Returned
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Re: Moving trigger_hurt

Post by RojaN Returned »

If you search downthread to 2016, you'll see a map I posted called "Outrage.(an ancient version of it, anyway)" This has a func_button that goes to a trigger_hurt (among other things, via a trigger_multiple), which is set to start_off as well as toggle.

It doesn't move, but it does at least activate and deactivate. You might be able to get a few "frames" of pseudo-animation by a couple of these triggers setting off the hurts in different places. So long as you don't need anything too fancy. The apparent motivating "cloud" you would create separately in the same space.

Just a thought.
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