I there.... again :icon31:
Is there a way to add checkpoints to quake 3 Arena?
I thinking about of get all items armors or what else in the map are usefully for this, to make the teleporter free for the next level, or open a door....!?
So MAN or WOMAN must collect all these items before he/she can "Roll" to the next map.
Somebody can helping me out with this?
Checkpoint [q3geoball]
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- Posts: 4022
- Joined: Sat Mar 12, 2005 6:24 pm
I have this yet:
in the ent..def for gtk i add the lines:
in the g_trigger.c i add this yet:
So what writing then?
When the 3 Armors are collected a door should be open or something like this!?
thx for help
in the ent..def for gtk i add the lines:
Code: Select all
/*QUAKED trigger_collect (.5 .5 .5)
collect 3 Armors to finish map
-------- KEYS --------
*/
Code: Select all
/*QUAKED trigger_collect (.5 .5 .5)
collect 3 Armors to finish map
*/
void SP_trigger_once( gentity_t *ent) {
}
When the 3 Armors are collected a door should be open or something like this!?
thx for help
Hmmm....
can i use this?
This is in EF i think
can i use this?
Code: Select all
The target_objective entity is what makes objective driven events
If you walk into a trigger_multiple with these keys:
checkObjective = SomeObjective
objectiveMinState = 2
objectiveMaxState = 4
and the SomeObjective target_objective entity has a state of 5.
The trigger_multiple would NOT trigger its target.
But if the state was 2, 3 or 4 it would trigger its target.
I mean this!:
I am right?
Code: Select all
void target_objective_use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
gentity_t *tent;
tent = G_TempEntity( self->r.currentOrigin, EV_OBJECTIVE_COMPLETE );
//Be sure to send the event to everyone
tent->r.svFlags |= SVF_BROADCAST;
tent->s.eventParm = self->count;
}
void SP_target_objective (gentity_t *self)
{
if ( self->count <= 0 )
{
//FIXME: error msg
G_FreeEntity( self );
return;
}
if ( self->targetname )
{
self->use = target_objective_use;
}
level.numObjectives++;
}

I am right?