EntityPlus - A single player Q3 mod
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Re: EntityPlus - A single player Q3 mod
Congrats on B1! Cutscenes are nice.
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Re: EntityPlus - A single player Q3 mod
YES! A rotating thingy! Perfect for rising bridges.
target_print subtitle spawnflag / wait problem issue
Congratulations.
I like seeing a huge update come out suddenly.
I've already updated my map to use deathmusic, subtitle, etc.
I'm going to look into the camera cutscene stuff, and in combination with the target_playerspeed -1 feature.
I also want to look into target_score a bit: I want the player to be rewarded some score points for picking up items, ammo, etc. I'm going to set like 5 points for +5 healths, and +15 points for green armor, +10 points for health, etc. etc. -- it will be a lot of target_score entities. Hmm, should make something like this default maybe? Similar to having a "default" like the bot health.
spawnflag subtitle! thx Eraser
But, I'm having an issue.
It's showing the "wait" value as the message. See screenshot:

This is my code:
// triggered by a target_delay(wait "6")
---
Also, another issue is: "wait" does not work on target_print. Probably the two issues are related?
---
Edit:
Also, the map music is still playing when the deathmusic plays. Both music playing together sounds strange. Can I do something like target_script to disable music, and then do info_player_start spawn target to enable music ?
I like seeing a huge update come out suddenly.
I've already updated my map to use deathmusic, subtitle, etc.
I'm going to look into the camera cutscene stuff, and in combination with the target_playerspeed -1 feature.
I also want to look into target_score a bit: I want the player to be rewarded some score points for picking up items, ammo, etc. I'm going to set like 5 points for +5 healths, and +15 points for green armor, +10 points for health, etc. etc. -- it will be a lot of target_score entities. Hmm, should make something like this default maybe? Similar to having a "default" like the bot health.
spawnflag subtitle! thx Eraser

But, I'm having an issue.
It's showing the "wait" value as the message. See screenshot:

This is my code:
// triggered by a target_delay(wait "6")
Code: Select all
classname "target_print"
spawnflags "8"
wait "4"
targetname "text_intro_6"
message "..."
Also, another issue is: "wait" does not work on target_print. Probably the two issues are related?
---
Edit:
Also, the map music is still playing when the deathmusic plays. Both music playing together sounds strange. Can I do something like target_script to disable music, and then do info_player_start spawn target to enable music ?
Re: target_print subtitle spawnflag / wait problem issue
Not necessary. The player cannot move during cutscenes.deqer wrote:I'm going to look into the camera cutscene stuff, and in combination with the target_playerspeed -1 feature.
You could just use one target_score entity for each score value and have all items target those entities.deqer wrote: I also want to look into target_score a bit: I want the player to be rewarded some score points for picking up items, ammo, etc. I'm going to set like 5 points for +5 healths, and +15 points for green armor, +10 points for health, etc. etc. -- it will be a lot of target_score entities. Hmm, should make something like this default maybe? Similar to having a "default" like the bot health.
That is really odd. It doesn't do this when I compile to code to .dll, but it does this when I compile the code to .qvmdeqer wrote: spawnflag subtitle! thx Eraser
But, I'm having an issue.
It's showing the "wait" value as the message. See screenshot:
---
Also, another issue is: "wait" does not work on target_print. Probably the two issues are related?
---
Gonna have to go and figure out where that difference creeps in.
Weird, it doesn't do this for medeqer wrote: Also, the map music is still playing when the deathmusic plays. Both music playing together sounds strange. Can I do something like target_script to disable music, and then do info_player_start spawn target to enable music ?

Re: EntityPlus - A single player Q3 mod
Bug: Slowing down player via playerspeed screws up their speed when they duck.
Re: EntityPlus - A single player Q3 mod
Eraser: Here is the entities.def file for Ritual's FAKK engine, it might give you some ideas for single player entities.
http://zero.robotrenegade.com/q3w/FAKKentities.def
http://zero.robotrenegade.com/q3w/FAKKentities.def
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: EntityPlus - A single player Q3 mod
Now I realize how cool this is, once I've done it myself now. My map is getting pretty busy now, but in a good way. It's interesting to see how a person can use entities in this way to do certain things in the map. You also feel like a programmer. : )Eraser wrote:In-editor shots of a map I'm working on. Defining complex game logic using triggers and targets is a bit daunting sometimes:
Top-down shot:
Side view:
And that's not all, because GtkRadiant doesn't draw targeting lines for target2/targetname2 keys.
Although I cannot understand what exactly is happening amongst your entities there, I do understand that it's very cool stuff to setup.
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Re: EntityPlus - A single player Q3 mod
I didn't code the func_rotating_door entity myself so I'm gonna have to dig into it to find the problem.
What exactly is wrong with the info_backpack entity?
What exactly is wrong with the info_backpack entity?
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Re: EntityPlus - A single player Q3 mod
Fir the first one, I found out the problem when I browsed the source code: the spawnflags in the code and the spawnflags in the editor doesn't match (Spawnflags 32 and 64 are used for X and Y axis in the source code while Spawnflags 8 and 16 are used in the editor). However, maybe for the same reason, the CRUSHER spawnflag doesn't work.Eraser wrote:I didn't code the func_rotating_door entity myself so I'm gonna have to dig into it to find the problem.
What exactly is wrong with the info_backpack entity?
As for the info_backpack, the origin point is probably misplaced in the entity definition file.
Re: EntityPlus - A single player Q3 mod
Eraser's map is probably a target practice tutorial like in TF2. That's what I see there, anyway.
Re: EntityPlus - A single player Q3 mod
smart manOuija wrote:Eraser's map is probably a target practice tutorial like in TF2. That's what I see there, anyway.

Re: EntityPlus - A single player Q3 mod
Ah ok, the spawnflags thing shouldn't be hard to fix.tehSandwich wrote:Fir the first one, I found out the problem when I browsed the source code: the spawnflags in the code and the spawnflags in the editor doesn't match (Spawnflags 32 and 64 are used for X and Y axis in the source code while Spawnflags 8 and 16 are used in the editor). However, maybe for the same reason, the CRUSHER spawnflag doesn't work.
As for the info_backpack, the origin point is probably misplaced in the entity definition file.
It's still not entirely clear what's wrong with the info_backpack though? What behavior is it showing?
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Re: EntityPlus - A single player Q3 mod
As it is, the model's origin is placed on the bottom instead of in the center. This lead me to place it halfway in the floor and like that, the game cannot use the entity for anything. I had to place the entity like on the in-editor shot below.Eraser wrote:It's still not entirely clear what's wrong with the info_backpack though? What behavior is it showing?

Re: EntityPlus - A single player Q3 mod
That's a problem with the model itself.
Re: EntityPlus - A single player Q3 mod
Oh I see. Yeah it seems that's a problem with the model itself. If it's really a problem, I could always remove the model reference from entities.def (you can do this yourself as well, it's easy to spot). Then it'll just render it as a square box like other non-item entities and that origin will be at the center.
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Re: EntityPlus - A single player Q3 mod
Will Ouija's sword be made into a weapon? it seems like he took over my idea and nobody even cares about what the sword was being made for...
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Re: EntityPlus - A single player Q3 mod
also, does anyone know how I could make custom footstep sounds for shaders? I want more footstep sound variety.
Re: EntityPlus - A single player Q3 mod
It was mentioned in this post and some posts that follow.
There would have to be additional surface parameters coded in the mod - a change to the shader wouldn't be enough.
There would have to be additional surface parameters coded in the mod - a change to the shader wouldn't be enough.
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Re: EntityPlus - A single player Q3 mod
I would like to try to implement a new sword weapon somewhere down the line, just not right now. Too many bugs to fix first. Also, I have no idea how to do weapon animations and stuff and I think that the md3 needs attack animations as well?GtkRadiant wrote:Will Ouija's sword be made into a weapon? it seems like he took over my idea and nobody even cares about what the sword was being made for...
Re: EntityPlus - A single player Q3 mod
Aw, I still need someone to make a spiffy looking objectives overlay for the mod. It looks like this right now:


I'm sure someone can do better than that. If you want the original overlay image as reference, you can grab it here.
I think Noruen said he'd like to have a go at it but I haven't heard back from him since...


I'm sure someone can do better than that. If you want the original overlay image as reference, you can grab it here.
I think Noruen said he'd like to have a go at it but I haven't heard back from him since...
Re: EntityPlus - A single player Q3 mod
Yes, I'll do it, just forgot about it because of my focus to MMC #3 

Re: EntityPlus - A single player Q3 mod
that's awesome.
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Re: EntityPlus - A single player Q3 mod
Smexy scoreboard Nouren.
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