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    • CommentAuthorDPX
    • CommentTimeAug 12th 2009
     
    I have a fairly serious problem. When I try to link a brush to the entity, the option I choose produces a completely different result. For example, if I select Link to Entity -> Button, the brush becomes a Secret Door instead. If I select Link to Entity -> Elevator, it becomes a Button. I had to compile a full list of what each option actually produced:

    Illusionary -> Solid
    Door -> Moving
    Secret Door -> Illusionary
    Solid Wall -> Door
    Button -> Secret Door
    Moving Platform -> Solid Wall
    Elevator -> Button
    Episode Gate -> Moving Platform
    Boss Gate -> Elevator
    Trigger Level Change -> Episode Gate
    Trigger Once -> Boss Gate
    Trigger Multiple -> Solid Trigger
    Trigger Secret -> Invisible Solid Trigger
    Trigger Only Registered -> Trigger Level Change
    Trigger Teleport -> Trigger Once
    Spiked Ball Teleporter -> Trigger Multiple
    Set Skill Level -> Trigger Secret
    Trigger Monster Jump -> Trigger Only Registered
    Trigger Counter -> Trigger Teleport
    Trigger Player Push -> Spiked Ball Teleporter
    Trigger Player Hurt -> Set Skill Level

    After that I noticed that two of the options, Trigger Player Push and Trigger Player Hurt could not actually be used as it stands.

    What I would like to know if that is a problem with the program or if I installed it wrong or what have you?

    -thanks in advance-
    • CommentAuthorjoe
    • CommentTimeAug 12th 2009
     
    That looks like a legitimate bug. I will work on a fix for this and post a new build. Thanks for finding this!
    • CommentAuthorDPX
    • CommentTimeAug 12th 2009
     
    No problem, I live to serve. Sometimes.

    Oh, just as a side note, I'm struggling with how to do pretty much any of the special odds and ends in Quake, such as patrolling monsters. Any info you could give me or direct me to would be helpful.

    Also, a tutorial I read said to make an entity called an info_teleport_destination when I'm setting up teleports, but I don't see anything like that in Tread 3.0. Is there a special way to do teleports in Tread 3.0?
    • CommentAuthorjoe
    • CommentTimeAug 12th 2009 edited
     
    A new build is up which fixes the entity linking problem. I haven't done any real Quake mapping for almost 10 years, but if I recall, patrolling monsters is a relatively simple mater of waypoints. I don't remember what the Quake entity name is called off the top of my head, but in Tread it's called "Path Way Point", which is under the Misc category. This is all under the creation type tree on the upper right hand side of the editor. Use the target and targetname fields to point a chain of way points to eachother, and then drop down a monster and set his target to the first waypoint. He should walk from point to point. All the targeting in the Quake engines uses that.

    The teleport destination is called "Teleport Destination" and is under the Player category.

    BTW: What is the problem with Trigger Player Push and Trigger Player Hurt?
    • CommentAuthorDPX
    • CommentTimeAug 13th 2009
     
    Trigger Player Push and Trigger Player Hurt couldn't actually be created. If you look at the list of what each "Link to Entity" selection (the left column being what I saw, and the right column being what each option in the left column actually produced), you might notice that the Trigger Player Push and Trigger Player Hurt functions never actually appeared in the right column. Basically, no option I chose whould result in a Push or a Hurt.
    • CommentAuthorDPX
    • CommentTimeAug 13th 2009
     
    The entity linking is all fixed now though, so yay!