** WCU 04/06/97 - more Hipnotic entities, traps and stuff *** Tons of entity info can be found at The Forge: Official Worldcraft *** Editing Site, http://www.planetquake.com/worldcraft/index.shtm ok, im going to start by going over the hipnotic trap entities... note that there is a map already available at The Forge which covers most of the hipnotic traps (excluding the trap_spike_mine and shooters) *** trap_spike_mine ok, starting off with the first trap, trap_spike_mine i left this out of the level because it is essentially a monster it will follow the player around, and explode on contact it seems to move slower when the player is facing it, but it will zoom in when you turn your back oh, a note about these and other entities... you can find info about all entities at The Forge by going to the entity section and selecting the approprate category (standard, hipnotic, or rogue) you will be given a list of entities...the information from the quake map specs and hipnotics entity faq is all in there ok..back to traps...trap_lightning *** lightning based traps trap_lightning, trap_lightning_switched, and trap_lightning_triggered are all (obviously) related trap_lightning and trap_lightning_switched both fire lightning continuously, until being turned off or killed by a trigger with a killtarget. trap_lightning_triggered has to be set off by some sort of trigger (trigger_multiple, _once, func_button, etc) aiming the lightning can be done in two different ways you can set the angle of the lightning as you would normally, by adjusting the angle, or selecting up or down but this prevents you from shooting at an angle, upwards or downwards...you are pretty much limited to one plane of movement this is the method i used for the traps in the example level if you want the lightning to do anything else, you must give it a "target" which points at an info_notnull i know...worldcraft doesnt list info_notnull in the entity list if you want to add it in, add the following lines to your quake.fgd file: @PointClass = info_notnull : "info_notnull" [ targetname(target_source) : "Name" ] i will soon be making available *my* own quake.fgd file, which will include the hipnotic entities, and the rogue ones when they're available, plus a bunch of improvements to the standard entities *** you can find more information about editing your fgd file *** at the Forge, in the Add-ons section. ok, but back to the lightning the keys and values pretty much explain themselves one thing i have found with the trap_lightning_switched is that once you turn it off, you cannot turn it on...im not sure if this is meant to be like that, or if i havent figured it out yet a difference that i should point out, of hipnotic over the standard quake lightning, is that, yes, it does cause damage which is easily set by modifying the "dmg" key you no longer have to use a trigger hurt (which is non-togglable) to cause damage...lightning is quite simplified when using the Hipnotic entities ok, on to the tesla coil *** trap_tesla_coil the trap_tesla_coil, i assume, would be very cool in a dm game...you do not need any triggers or anything, but when you approach the trap, within a certain range, you will hear it start to build up and after a bit (default 5 seconds) it will zap anyone within its range (default is 2 people) this can be turned off by triggering its targetname, although, again, i havent found a way to turn it back on now, for my favorite part of the example level...the trap_gods_wrath :) *** trap_gods_wrath the trap_gods_wrath functions and is set up much like the tesla coil, only it must be triggered once again, you must be in a certain range (set by its "distance" key) in the example map, you walk up before the christ texture, and he zaps you from either his left or right hand for some reason, it is from the left hand most of the time... i have both trap_gods_wrath entites being triggered by one trigger...it may be more equal if i used two triggers...i'll have to test that another cool trap was the gravity well :) for this trap, i also combined it with a rotating entity...kinda like Hipnotic did, in the one place i saw them use this trao the gravity well essentially pulls a player towards its origin point, and upon contact does whatever damage is specified in "dmg" the default damage is 10000...so its an instant gib i also placed an ambient_running_water (i think) to give the sound fx *** miscellaneous (shooters, func_train2, trigger_usekey) now...the shooters :) i havent done much testing with the shooters (trap_spikeshooter, trap_shooter, trap_switched_shooter) but i assume they function pretty much the same as the standard quake shooters however...i havent tested this, but you can probably aim the shooters at an exact spot the same way you can with lightning, using an info_notnull. this is another thing i'll have to test :) i used a couple other entities unique to the Hipnotic pack the func_train2 (which carries you down to the lower level) is a major improvement of the standard func_train it allows you to stop *and* restart a train, anywhere along its path also, at any point (path_corner) in the path, you can specify an "event" key, using it to target whatever you would like triggered another good feature, at any path_corner, you can use a "speed" key to alter the speed of the train there's alot more that can be done with the func_train2 than what i did on my map...i'll use it more in the next level :) another thing i used was the trigger_usekey... essentially, it is a trigger_once, but to activate the triogger, you must either have the silver key, or the gold key if you've set that flag hmmm...that pretty much covers the ents used in the example level *** random questions i'll unmoderate this channel now and take questions about anything er... well...almost anything :) questions? Autos sig is cool... :) i didnt include my sig in the second level...too busy...kinda got left out sig? whats a sig? sorry for my ignorance editing signature did you know that you could rocket jump up on some closed rotating doors (like yours :) star: you mean, when they should be flat walls? auto: yep :), a movewall wiredity star: yep....good point...the func_movewall code isnt quite bug free...the movement cannot be calculated exactly, and so they end up mis-aligned there is more info about the movewall in the ask the guru section, 02/17/97, third entry annihilaotr: i did it with an arrow on a bigass florr as a test ;) star: i use sky textures and have no problems (i think!) :) er...make that 03/17/97 what textures are you using Autolycus, some are not appearing n your map when I bsp it? there are some hipnotic textures, most likely <]Annihilator[> Too bad light doesn't change with moving brushes... make a func_train "projector" and watch the moving sig. :) does anyone have a wad that has just the new hipnotic textures? I'm using the hipnotic textures..how do I combine them all into one .wad file? the right way to make a sky is to make a brush and have the whole thing wrapped in a sky texture right? I do Starwaever.. there is a utility on the forge to combine wads...MergeWAD I took all the .pak files out of the ID1 directory.and put the hipnotic .pak files thee the next release of wc will include a MakeTex program that will read all the pak files how aobut one that can just read a bsp, too what i'd do is leave the id paks there and rename the hipnotic paks to like. pak2.pak and pak3.pak and move them into the quake dir then I replaced the orignal .pak files of course.. then you use the hipnotic stuff and the id stuff <]Annihilator[> Star: Use BSP2WAD utility to extract texs from BSP files & make WADs. i want a qbsp that does rotating stuff *and* multiple texwads yeah but you end up with double textures that way two of everything star: soon, young jedi, soon i hate that double texture crap... oh well there should be a way to remove textures.. Anni: i know, i know...just forgot Darkrider: MergeWAD takes out duplicate textures <]Annihilator[> Dark: Then run the MergeWAD util to kill the duplications. actually I have a util that does that just make a huge wad with just the textures you want (hehe i should do that) The makeTex now doesn't read all pak files? use mipdip o cool....that will work!! I'll try it out.. Harv: the MakeTex only reads the id pak files right now