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Post by quakeulf on Apr 2, 2016 7:32:10 GMT -5
It's already only possible to play on easy-difficulty or else you will drown at the start. Also this map was not supposed to be easy, as is the case with kaizo-maps.
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Post by quakeulf on Apr 1, 2016 21:37:17 GMT -5
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Post by quakeulf on Apr 1, 2016 21:32:59 GMT -5
You can try setting the wait (pulse cycle duration) and delay (on duration) keys for the laser if you have the Lazarus mod installed (included with KMQuake2). I can't think of how it was done in that map if using a trigger_relay won't work. You should try decompiling it with bspc if you want to figure out the implementation there. Well, I had to give it up for now. Maybe later. ;_;
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Post by quakeulf on Mar 30, 2016 17:43:24 GMT -5
I'm trying to figure out a way to do this now and I have made the game crash in wonderful ways ("ED_Alloc: no free edicts" for this, lol), and also I had to restart my PC since everything hung.
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Post by quakeulf on Mar 30, 2016 16:25:43 GMT -5
I'm afraid that did not work.
I set a func_timer with a time of 4 to target the laser and the relay which had a delay of 2, but nothing happened.
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Post by quakeulf on Mar 30, 2016 7:23:41 GMT -5
Weren't you one of those Quake3World-forumgoers?
But the core of my issue is that I want the lasers to behave like this:
Active X seconds, inactive Y seconds, active again for X seconds, inactive for Y seconds (looped)
I have tried looking at the MAP/BSP-scripts but I don't understand that much about how they work for these kinds of things yet.
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Post by quakeulf on Mar 29, 2016 19:24:30 GMT -5
I have been looking all over for this but I haven't been able to find anything.
I want the same effect as id used in their map "security", but I haven't been able to work out how to do this. I think there are some func_timers and target_relays involved to control the lasers, but I don't know anything more.
So what I want is for a laser to fire for X seconds and not fire for Y seconds, and that one laser fires after the other in a loop.
Please help me with this.
Thank you all very much in advance for helping me out.
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Post by quakeulf on Mar 29, 2016 19:21:03 GMT -5
I have scoured the internet and found no guides on how to properly end your singleplayer campaign map, but it's easy: 1. Make something that targets a target_changelevel to activate it. 2. Set the target_changelevel's "map" key value to "victory.pcx". :3. Compile and run. I originally registered to ask about this here but by chance I came over this, and was able to figure out how to do it myself.
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