Search found 8 matches

by haze
Sat Feb 18, 2012 8:23 pm
Forum: Mapping
Topic: Request: well6 "closable grate"
Replies: 14
Views: 5271

Re: Request: well6 "closable grate"

OMC, the goal_activation "2" in the blue_det entity means it is affected by dets. If you open the ent in Ented, you will see under "activation criteria" it must be touched by a detpack to activate.

I went on your server and tested it. All dets 'regular" and 'throwable' properly activated the grate ...
by haze
Fri Feb 17, 2012 7:41 am
Forum: Mapping
Topic: Request: well6 "closable grate"
Replies: 14
Views: 5271

Re: Request: well6 "closable grate"

BTw thanks for your explanation of spawnflags "32". that toggling makes sense now!

In Canyon1.bsp where i stole the code, there were 2 dettable entities that led to the trigger_multiple.( i believe it was meant to allow a larger area to trigger the event) Could that be the reason for the Trigger ...
by haze
Wed Feb 15, 2012 9:23 pm
Forum: Mapping
Topic: Request: well6 "closable grate"
Replies: 14
Views: 5271

Re: Request: well6 "closable grate"

Golden, I think you misunderstood. Sorry if i wasn't clear.

The code i posted is the finished version of what i modified in well6 to make the closeable grate that OMC is looking for. One det opens, 2nd det closes.
by haze
Wed Feb 15, 2012 9:29 am
Forum: Mapping
Topic: Request: well6 "closable grate"
Replies: 14
Views: 5271

Re: Request: well6 "closable grate"

i don't know too much about mapping but i was able to decipher the entities in Canyon1.bsp responsible for its closeable rock wall.
I copied/modified the required entities from canyon1.bsp's closing rock wall to achieve a closeable well6 grate.

i think the trick is something with the 'style' and ...
by haze
Fri Apr 09, 2010 7:49 pm
Forum: QuakeC Programming
Topic: DarkPlaces effectinfo covered!
Replies: 21
Views: 10052

DP has builtin effects which are overridden if you add a file called effectsinfo.txt to the mod directory. It doesn't have a file by default, but download one and stick it in there and it'll work.

AHh.. now we're getting somewhere.. Any idea where i can Download one, or maybe someone willing to ...
by haze
Fri Apr 09, 2010 10:09 am
Forum: QuakeC Programming
Topic: DarkPlaces effectinfo covered!
Replies: 21
Views: 10052

heyyyyyyyyy thats what im talkin about! those are awesomerist

soo how do i go about replacing the defaults with yours... i dont see effectinfo.txt anywhere


[edit] oh dont tell me i have to download the source, make my changes, then compile???
by haze
Fri Apr 09, 2010 9:54 am
Forum: QuakeC Programming
Topic: DarkPlaces effectinfo covered!
Replies: 21
Views: 10052

MauveBib wrote:
haze wrote:so has anyone ever made new particle effects for DP?
Yep. My Squad AI Thing has new dp particle effects for smoke and stuff.
Sweet. can i see em?

funny.. i didnt expect people to reply at 3am lol.
by haze
Fri Apr 09, 2010 9:21 am
Forum: QuakeC Programming
Topic: DarkPlaces effectinfo covered!
Replies: 21
Views: 10052

so has anyone ever made new particle effects for DP?