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extra func's

Posted: Sun Aug 29, 2004 8:07 pm
by lizardkid
ok well i know a lot of func's werent integrated into entdefs as a public release, ive scoured everywhere i can find to get a near-complete list of all the func's in Q3, but nowhere can a nice organized list and d/l links. it's all ''in this case, do this.'' and gives you a broken link.

is there a nic list wit d/l links next to it?

EDIT: calrification, such as func_beam. wasnt included but is really nice. :wink:

Posted: Sun Aug 29, 2004 10:18 pm
by Bjarne BZR
I remeber tltrude giving instructions on how to add "existing but not included" funcs... search or ask him.

I can help you

Posted: Mon Sep 20, 2004 2:55 pm
by alexander
Its very easy to do:

make with texteditor a file, named myproject.cpp or something like it
after that:
set this in the file:

/*QUAKED [MENU*]_[ITME**] (x y z) (x y z )2 (x y z)3 [anyoptions***]
[text****]
*/

where:
*: menu name (like func)
**: option name (like door)
(x, y, z): color of the box
(x2, y2, z2) to (x3, y3, z3): size (like (-64, -64, 128) (64, 64, 0) creates a
box with the dimensions: 128, 128, 128 game units
*** options possible (seperated by space) like visible x undestructible
creates 3 possible choices for world spawn (: visible, x and
undestructible)
**** text to display in the Entity window, like This function creates a door and..etc

i hope i've helped you

Posted: Mon Sep 20, 2004 3:58 pm
by Bjarne BZR
Wow, thats some hardcore info for a first post ;)

Welcome to .Map :)

Posted: Mon Sep 20, 2004 5:00 pm
by alexander
thx bjarne :D :D :D

Posted: Mon Sep 20, 2004 5:03 pm
by alexander
alexander wrote:thx bjarne :D :D :D
o and by the way, i've been started editing MOH this week...i've done Jedi Academy, Jedi Outcast etc before, so its pretty simple to find...

Posted: Mon Sep 20, 2004 9:05 pm
by Bjarne BZR
You are well prepared for MOH then :)

Code

Posted: Wed Sep 22, 2004 8:33 pm
by tltrude
Here is my main/code folder, if anyone wants to explore it.

http://pages.sbcglobal.net/tltrude/Temp/code.zip

It has the ones Scopio added and a few others I found. I tried to get "func_explodeobject" to work fully, but it is missing the explosion and debris models. It still works well as a trigger for setting off exploders, and I used it in my "EF2_axis_station" map (click on my signature logo) to shoot vent covers open.

Image

I'm sure "alexander" will recognize that map from Elete Force 2, although it has been rearranged quite a bit.

Image

Scripts

Posted: Tue Sep 28, 2004 5:22 am
by alexander
By the way, I want to create a Objective MP level, but i dont understand very much of the scripting language. i've got a few things from a level, called obj/mnstry_bots (THANX, TLTRUDE :D), and i know how to fix some things now, but i still don't know how to open a script_door etc. could anybody help me with it?

Posted: Tue Sep 28, 2004 5:37 am
by lizardkid
wow.... that's EXACTLY what i needed Alexander... this is perfect! thank you thank you thank you thank you!!!

pretty much all you ned to do at first for an MP map is open the existing .scr file and copy down everything in it, then sort out whether or not certain threads ned to be in there, for example. say you too kthe script from V2 rocket facility (obj/obj_team2) and saw that there was consistent stuff (roundbased threads, DM threads, obj threads) and then there was the level-specific threads like handling the bombs and such. you take out the bomb handling stuff and copy/paste the MP generic stuff into a new .scr file, entitled the same as your map's name. :wink:

Script_door

Posted: Thu Sep 30, 2004 1:00 pm
by tltrude
I have never been able to figure out that script_door one. It may not even work in Moh--stick to making doors with func_door and func_rotatingdoor.