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Lightmaps and doors

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Lightmaps and doors

Postby SkinnedAlive » Thu Jun 05, 2008 3:28 pm

I'm working on a wave-based co-op mod. It's no spoonmatch but hey. I have some monsters and a wave system in place but it needs a little more flavour. So 2 questions:

Is it possible to make the lightmap temporarily pitch-black via QC?
and
How might I go about making doors that only open on certain waves?
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Postby leileilol » Thu Jun 05, 2008 7:44 pm

You could maybe hack a light with some compiled lightstyles, then have some sort of hack that forces a certain lightstyle for it, then force it to what lightstyle you want when triggered
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Postby Supa » Thu Jun 05, 2008 7:53 pm

Is it possible to make the lightmap temporarily pitch-black via QC?

Take a look at the bottom part of WorldSpawn in world.qc. Keep in mind that switchable lights will have a unique lightstyle number assigned to them during map compiliation so that'll present a fun complication for you to deal with. Come to think of it, you could easily solve this problem with the solution for your second problem..

How might I go about making doors that only open on certain waves?

A nice way to do it would be something like a trigger_wave point entity. You'd set .open and .close values and target it to a set of doors (or other things..). At the beginning of every wave you'd cycle through all trigger_wave ents - should the current wave number match up with the .open or .close settings for a trigger_wave ent it'd fire its targets, opening or closing whatever door you targetted. You could just set .open/.close values for each door and cycle through doors, but a trigger_wave entity could be so much more fun. :)
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