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Post by Le Ray [Q2C] on Apr 6, 2009 15:40:24 GMT -5
Do you guys know if the deathmatch intermission item is the one that shows the snapshot of your map between server maps?
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X7[Q2C]
Clan Q2C
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Quake II[x=x7a]
Posts: 1,429
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Post by X7[Q2C] on Apr 7, 2009 9:15:38 GMT -5
Yes info_player_intermission
But if the map does not have info_player_intermission the intermission view point will be the info_player_start
And if the map does not have info_player_intermission or info_player_start the intermission view point will be at one of the info_player_deathmatch.
Using the info_player_intermission
use the angles = "30 225 0"
first number is the pitch angle, you look down or up down is a +# an up is -#
second number is yaw angle, that the same # you would use if you used just the angle.
third number is the roll angle, set to 0
X7
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Post by Le Ray [Q2C] on Apr 7, 2009 12:14:55 GMT -5
Thanks for the info X7!
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Apr 8, 2009 1:58:53 GMT -5
I thought you could also make it so an info_player_intermission can target an info_null, and you can get the angle that way instead of using co-ordinates...?
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X7[Q2C]
Clan Q2C
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Quake II[x=x7a]
Posts: 1,429
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Post by X7[Q2C] on Apr 8, 2009 2:47:54 GMT -5
I thought you could also make it so an info_player_intermission can target an info_null, and you can get the angle that way instead of using co-ordinates...? That does not work in Q2 Q3 is does work but u don't use the info_null that only for spotlights X7
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Post by Wixen1 [Q2C] on Apr 8, 2009 16:24:16 GMT -5
Woow..respect!!..Geezz, Iam getting so old. Thx. X7 -W1
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Post by Le Ray [Q2C] on Apr 27, 2009 12:14:28 GMT -5
Yes info_player_intermission But if the map does not have info_player_intermission the intermission view point will be the info_player_start And if the map does not have info_player_intermission or info_player_start the intermission view point will be at one of the info_player_deathmatch. Using the info_player_intermission use the angles = "30 225 0" first number is the pitch angle, you look down or up down is a +# an up is -# second number is yaw angle, that the same # you would use if you used just the angle. third number is the roll angle, set to 0 X7 X7, for the second number, do you mean angles like 0, 90, 180 and 270? Also, if you leave these blank, I'm guessing it defaults to 0?
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X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
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Post by X7[Q2C] on May 2, 2009 23:24:48 GMT -5
Yes info_player_intermission But if the map does not have info_player_intermission the intermission view point will be the info_player_start And if the map does not have info_player_intermission or info_player_start the intermission view point will be at one of the info_player_deathmatch. Using the info_player_intermission use the angles = "30 225 0" first number is the pitch angle, you look down or up down is a +# an up is -# second number is yaw angle, that the same # you would use if you used just the angle. third number is the roll angle, set to 0 X7 X7, for the second number, do you mean angles like 0, 90, 180 and 270? Also, if you leave these blank, I'm guessing it defaults to 0? YES
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on May 4, 2009 1:13:17 GMT -5
The Info_null can be useful initially for getting the right angle with the intermission. I link the two together with target & targetname, and move the info_null to where I want the intermission to point to, line up the intermission pointer with the line to the info_null, and it lines perfectly. Then just delete the info_null - hope that makes sense . I find this the fastest way to get the angle just where you want it without having to worry about the angles, in QuArK. It may be faster doing it with angles in other editors though.
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