j3st3r
Quake 2 Mapping Club
Posts: 99
|
Post by j3st3r on Sept 27, 2008 16:22:10 GMT -5
I am trying to use a func_train as a bobbing platform at top of map. I want the quad to spawn there but after the first time it always spawns at the lowest solid below the func_train. Is there anyway of stopping this?
|
|
|
Post by Paril on Sept 27, 2008 19:03:49 GMT -5
Does the train start underneath the quad? The start position of the train would need to be the path underneath the quad.
-Paril
|
|
j3st3r
Quake 2 Mapping Club
Posts: 99
|
Post by j3st3r on Sept 28, 2008 6:15:41 GMT -5
Stays under the quad. The quad spawns right the first time but every time after at the solid brush directly under the func_train.
|
|
X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
|
Post by X7[Q2C] on Sept 28, 2008 7:34:31 GMT -5
|
|
j3st3r
Quake 2 Mapping Club
Posts: 99
|
Post by j3st3r on Sept 28, 2008 22:11:32 GMT -5
Not a floating quad but a quad sitting on a bobbing platform, the func_train. It starts out right on first spawn but every time after drops to the first solid below the func_train.
|
|
X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
|
Post by X7[Q2C] on Sept 29, 2008 2:43:05 GMT -5
|
|
|
Post by peeweerota on Sept 29, 2008 5:47:39 GMT -5
Just to clarify why this happens:
When you place an item entity, it creates an entity that works kind of like a spawner (an edict_t). The spawner drops an item entity (item_t?) In theory this should remember the spawner's location and just keep dropping new items from there. Instead it copies the position of the item once it's been grabbed and starts nextthink timer to drop it again. So if your item is on the lowest position when you grab it, it will spawn again from that lower position. You also have the potential to drop it inside the block itself. (This is a paraphrase, some details my not assumed and not accurate)
Also with func_trains, there is a huge potential to set your first position to "teleport" or cause your func_train to not exist in it's original placement. For example, if for lighting purposes you map your func_train's solids in a well lit area at the end of it's path, but it starts on a path corner elsewhere, then placing an item on top of the train is basically impossible.
Long story short. Never drop an item on top of a func_ anything. You see this problem in power2.
On a side note with item spawners, don't use them in DM. Or at least use them carefully. Item spawners do not spawn in item like a monster's death item does. They spawn that same edict_t "item spawner" described above. So once your spawned item is grabbed, it will return like a normal item. Also if the spawner is activated multiple times then several of the same item will apear on itself. (This was used as a clever trick in one of Beanstorm's maps. There was a switch to spawn in Grenade Launchers. If you left weapon stay off, and people continually hit the switch, you would have a pile of grenade launchers that essentially established infinite ammo in one specific area, while the rest of the map followed normal game play flow. Quite ingenious, if not done by accident.)
|
|
|
Post by beanstorm on Oct 3, 2008 16:23:03 GMT -5
Of course it was a accident How about a item spawner placed higher up with a trigger_multiple?
|
|
|
Post by Sabotuer [Q2C] on Oct 3, 2008 17:07:51 GMT -5
the way I see it is this:
Q =------------------
in the beginning the Quad hits the train perfectly, no problem at all. But then you pick it up and the next time the quad spawns the train isn't at the right spot.
Q ------------=------- | v Q
if the fall is too high the quad will not spawn.
making it possible for the quad to spawn on the train is hard, more trains might heighten your chances!
|
|
SkiesOfBordom
Quake 2 Mapping Club
Welcome to Skyz's Domain[x=skiesofbordom ][x=skiesofbordom ][x=skiesofbordom]
Posts: 367
|
Post by SkiesOfBordom on Oct 14, 2008 13:10:37 GMT -5
x7's method works for me... ahh floating armor shards (armor shard inside trigger_gravity)
|
|
jaydolan
Quake 2 Mapping Club
Posts: 161
|
Post by jaydolan on Oct 27, 2008 22:45:20 GMT -5
Quake2World supports both hovering items, and items that are pushed by their ground entities. This involved rewriting the "DropToFloor" routine in the game module. jdolan.dyndns.org/trac/browser/quake2world/src/game/default/g_items.c#L552Setting spawnflags 4 will make any item hover. All other items are pushed by any ground entity they happen to fall onto. This is the part that J3st3r was struggling with.
|
|
X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
|
Post by X7[Q2C] on Oct 28, 2008 1:24:59 GMT -5
The KMQuake2 client has and effect setting to bob rotating items, looks like Quake3 X7
|
|
jaydolan
Quake 2 Mapping Club
Posts: 161
|
Post by jaydolan on Oct 28, 2008 6:14:12 GMT -5
Okay?
|
|
|
Post by Paril on Oct 28, 2008 13:03:41 GMT -5
Yeah, Lazarus has better support for item handling, maybe look into using that for your map.
-Paril
|
|