a few quick & easy questions

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

M&M
General
Posts: 1427
Joined: Sun Sep 14, 2003 1:03 am
Location: egypt
Contact:

a few quick & easy questions

Post by M&M »

im finally finishing up my map,and i have a few questions that ive been wondering about,i know some of these but i just wanna be sure so here i go:
1-how do i make a door sound locked without actually having a door ,it was something about a trigger use but i dont remember whats the sound to play ,note that the door is actually a metal gate
2-how do i make a sliding door give a metal sound? doortype metal in the entity window?or is that just 4 rotating doors?
3-(belongs in the scripting forum) how do i make a certain script object close after a certain time if not triggerend 2 close .i made a door(script_object) that is triggered 2 open and close via a switch ,but i want it 2 close after a certain period of time
here is the script i have now

Code: Select all

Alliesweaponsroomthread:
	$alliesweaponsroom_trigger waittill trigger //waits for someone to hit the use key
	$alliesweaponsroom_switch anim turnon
	$alliesweaponsroom_switch playsound alarm_switch 
	$alliesweaponsroom_door movenorth 84
	$alliesweaponsroom_door  waitmove

	$alliesweaponsroom_trigger waittill trigger //<-- waits for someone to hit the use key again. 
	$alliesweaponsroom_switch anim turnoff
	$alliesweaponsroom_switch playsound alarm_switch 
	$alliesweaponsroom_door movesouth 84
	$alliesweaponsroom_door waitmove 
	goto  Alliesweaponsroomthread
4-how do i place fog?i put a value of 5120 but i couldnt c any fog when i compiled the map on fast everything (do i have 2 do a full one?).i reduced that number 2 4098 but still no progress .i tried making it 1024 but i didnt continue the vis and light processes and i got some kind of wierd looking fog (at least i got it) .
5-how do i make fog not cull certain things like patches ,or its either cull or no cull?

6-how do i make a map :P ,oh i already know that :lol:

i guess thats all im wondering about right now ,any answers on the previous questions would be appreciated :wink: plz put the number of the question b4 answering it so i can understand which question is being answered :D .
tnx in advance :wink:
Image
blue60007
General
Posts: 1247
Joined: Sun Mar 07, 2004 11:44 pm

Re: a few quick & easy questions

Post by blue60007 »

M&M wrote:im finally finishing up my map,and i have a few questions that ive been wondering about,i know some of these but i just wanna be sure so here i go:
1-how do i make a door sound locked without actually having a door ,it was something about a trigger use but i dont remember whats the sound to play ,note that the door is actually a metal gate
2-how do i make a sliding door give a metal sound? doortype metal in the entity window?or is that just 4 rotating doors?
3-(belongs in the scripting forum) how do i make a certain script object close after a certain time if not triggerend 2 close .i made a door(script_object) that is triggered 2 open and close via a switch ,but i want it 2 close after a certain period of time
here is the script i have now

Code: Select all

Alliesweaponsroomthread:
	$alliesweaponsroom_trigger waittill trigger //waits for someone to hit the use key
	$alliesweaponsroom_switch anim turnon
	$alliesweaponsroom_switch playsound alarm_switch 
	$alliesweaponsroom_door movenorth 84
	$alliesweaponsroom_door  waitmove

	$alliesweaponsroom_trigger waittill trigger //<-- waits for someone to hit the use key again. 
	$alliesweaponsroom_switch anim turnoff
	$alliesweaponsroom_switch playsound alarm_switch 
	$alliesweaponsroom_door movesouth 84
	$alliesweaponsroom_door waitmove 
	goto  Alliesweaponsroomthread
4-how do i place fog?i put a value of 5120 but i couldnt c any fog when i compiled the map on fast everything (do i have 2 do a full one?).i reduced that number 2 4098 but still no progress .i tried making it 1024 but i didnt continue the vis and light processes and i got some kind of wierd looking fog (at least i got it) .
5-how do i make fog not cull certain things like patches ,or its either cull or no cull?

6-how do i make a map :P ,oh i already know that :lol:

i guess thats all im wondering about right now ,any answers on the previous questions would be appreciated :wink: plz put the number of the question b4 answering it so i can understand which question is being answered :D .
tnx in advance :wink:
Well here's what i know

1. Try this tut, here at .map

2. in the entity window give a key/value of sound_move/sound(no ext.)(ex. DoorMetalOpen)

3. Well : (scripting experts correct me here)

Code: Select all

level.countdown = 60//seconds, set to whatever

Alliesweaponsroomthread:
                wait 1
                level.countdown--

                if (level.countdown == 0)
                {
                goto whatever
                }
	$alliesweaponsroom_trigger waittill trigger //waits for someone to hit the use key
	$alliesweaponsroom_switch anim turnon
	$alliesweaponsroom_switch playsound alarm_switch 
	$alliesweaponsroom_door movenorth 84
	$alliesweaponsroom_door  waitmove

	$alliesweaponsroom_trigger waittill trigger //<-- waits for someone to hit the use key again. 
	$alliesweaponsroom_switch anim turnoff
	$alliesweaponsroom_switch playsound alarm_switch 
	$alliesweaponsroom_door movesouth 84
	$alliesweaponsroom_door waitmove 
	goto  Alliesweaponsroomthread



I'm not sure if that would work or not, but you'd need to start with the number of seconds you want until the door closes, then take one off every second. Have an if-then statement for when level.countdown or whatever reaches 0 to end or goto another thread.


4. You must do a full vis compile to see fog, also make sure a farplane_color is set.

5. Sorry, I'm not sure :oops:

6. Um first read the first room tut and..... :wink: :D
Image
kai0ty
Brigadier General
Posts: 507
Joined: Fri Mar 19, 2004 1:45 am

Post by kai0ty »

hmm.
i believe if you target naem the door in the maps script u can put
$door lock(ed)
i forget which
There are only 10 kinds of people in this world; those who know what binary is, and those who don't.
User avatar
wacko
Field Marshal
Posts: 2085
Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Post by wacko »

1 in front of every locked "door", put a trigger_use with targetname door_locked and in your script:

Code: Select all

main:
...
exec global/door_locked.scr::lock
...
level waittill spawn
2 same as rotating doors

3 for the closing door, errm, why don't u use a normal door? it does close by itself after k/v:wait/## seconds (3sec is default) and u can close it manually... I'm nt sure though whether it does if it has a targetname. mmm, give it a try.

5 for best results use caulk_sky texture for the skybox: no more clouds, though
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

Post by tltrude »

1. Add a key/value to the trigger of $type/metal ($type/wood is default). But if you want it to sound like a locked metal gate, you'll need an ubersound workaround.

//Metal Gate
aliascache gate_metal_locked sound/mechanics/Gate_Metal_Locked.wav soundparms 1.2 0.2 0.8 0.2 160 1600 item loaded maps "m1 m2 m3l2 m3l3 m4 m5 m6 "
Tom Trude,

Image
blue60007
General
Posts: 1247
Joined: Sun Mar 07, 2004 11:44 pm

Post by blue60007 »

kai0ty wrote:hmm.
i believe if you target naem the door in the maps script u can put
$door lock(ed)
i forget which
you're right but he doesn't actually want a door, so use Wacko's method.
Image
M&M
General
Posts: 1427
Joined: Sun Sep 14, 2003 1:03 am
Location: egypt
Contact:

Post by M&M »

tnx guys ,ill upload the map soon and post it in the new releases with ur help :wink: .ill propably post a link here
however i have run into more problems simple problems:-

7-how do i make screenshots brighter? unless there is something i made wrong then i believe something is wrong with my pc cause every screenie i take is very very dark .even if i brighten up the game .

8-i know i should resize a leafgroup 2 fit the empty spaces in a certain area (a room 4 example),but what happens if i contain a wall with it (a small section of wall that doesnt vlock anything inside the manvis brush)

9-does placing a vis_leafgroup override the original settings in that location (or in nearby areas) ,what i want 2 do is seal of the underground area from the above one.i posted about this b4 but i found out that full vis should make it better,but i have added some stuff since then and now that underground area is alittle laggy (all the map is drawn from there :? !!).i got the design figured out but i need confirmation.im planning 2 make leafgroups under each opening 2 the upperlevels and disconnect them with other manivs areas that cannot be seen from the openings 2 the underground ,would that stop the upper areas being drawn?

10-(a continue 2 the fog question) isnt the default colour white?i will try using caulk as a sky and c,also if i put another sky box surrounding the caulked skybox and give it a sky texture would it show up?

11-(about the scripting question) does that mean i have 2 split the thread i showed u into 2 parts (closing and opening ) so i can place a goto 4 it?
Image
User avatar
wacko
Field Marshal
Posts: 2085
Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Post by wacko »

7- you'll have to brighten up the pic in an image editor, brightness in mohaa does change the overall system brightness, as u might have seen after a mohaa crash, where the desktop sometimes is also much brighter.

10-do not use caulk for the sky but caulksky and it'll get the coloutr of the farplane. Two skyboxes won't work.
blue60007
General
Posts: 1247
Joined: Sun Mar 07, 2004 11:44 pm

Post by blue60007 »

8. Umm, I think it will do a portal split :? , not 100% sure

9. Yes on the first part (overriding), if you do a key/value under worldspawn of vis_derived/1, the vis compiler calculates man vis first and then does auto vis all around the leafgroups. Rather than doing auto vis first then cuting out auto vis and putting in man vis. Run it with one and you'll see a shorter compile, unless you only have one or two leafgroups placed, then you probably won't notice much...
Image
M&M
General
Posts: 1427
Joined: Sun Sep 14, 2003 1:03 am
Location: egypt
Contact:

Post by M&M »

8-i forgot 2 mention that the small section of wall is detail

9-well,i want 2 stop the upper area from being drawn underground ,do i have 2 make manvis brushes up and down and disconnect them or would making one around each opening and disconnecting it with other areas help?i dont want 2 place a big manvis over the ground as there is ALOT of detail brushes and i wouldnt like overriding the all default settings since some of them are a little better than mine :wink:

10-would it work the other way around?i mean placing the sky texture on the 1st sky box then caulk sky on the other 1 around it?

hereis a link 4 the map if u want a look
Image
User avatar
wacko
Field Marshal
Posts: 2085
Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Post by wacko »

if it's still the map size i once got, then why do u want to use fog?

IMHO, u must (must,must) rotate the wood textures at the watchtowers!
M&M
General
Posts: 1427
Joined: Sun Sep 14, 2003 1:03 am
Location: egypt
Contact:

Post by M&M »

i want 2 use fog 2 add alittle atmosphere :P .

what would rotating the textures do!! :? i did a bit of customizing 2 them but i dont understand how i should rotate them and where :?:
Image
User avatar
wacko
Field Marshal
Posts: 2085
Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Post by wacko »

Image
see the difference? left is what ur watchtower is looking, right is what i think wood ought to look, but again: just my opinion :wink:
M&M
General
Posts: 1427
Joined: Sun Sep 14, 2003 1:03 am
Location: egypt
Contact:

Post by M&M »

ahaa,i c what u mean .ive always thought the tower texures looked ugly but i didnt think i should do anything about them ,but i guess ur way is much better :wink:
ill make sure i rotate them b4 releasing the beta :wink:

its just that i hate the surface properties window and i get annoyed every time i open it (dont know y :? ,guess its lots of work) .that tower is made up of alot of brushes ,that means alot of rotating 2 do :roll:
Image
User avatar
wacko
Field Marshal
Posts: 2085
Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Post by wacko »

try rotating with Shift+PgUp and Shift+PgDown. It'll rotate by the rotating inc. set in the preferences. then once u have done some pieces, it's just copy 'n paste...
I'm happy u understand what i want. :)
Last edited by wacko on Mon Mar 22, 2004 11:52 pm, edited 1 time in total.
Post Reply