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Brush models with QuArK v6.6
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Topic: Brush models with QuArK v6.6 (Read 1882 times)
Slayer :D
Sr. Member
Posts: 426
Rated:
Brush models with QuArK v6.6
«
on:
October 06, 2009, 02:32:14 PM »
I am using QuArK to make maps, and am interested in how you make things like elevators and lifts. I was also interested in making one that is kind of like a guillotine--you walk under it and it stomps down instantly, smashing you with 1,000,000 damage. How fast is the maximum speed I can make it move down and still have it kill you? (i.e. not end up getting stuck inside you but instead smash you.) Preferably, I wanted to make it stab down instantly, like at 5000 units/second so that it kills you the moment you step under it. (This is being done to make a lightning bolt which, if you get to the top of a rock, will shoot down instantly and kill you
. I was going to store it above the sky and have it stab down on you whenever you got to the top of the rock.) Or maybe a string of mod_trigger_hurt entities going up from the rock.
Also, would it be possible to have a light trigger the moment the lightning stabs down? I wanted to use this light to simulate the flash of lightning. And would it be possible to make a crashing sound of thunder occur with the light?
Now this sky is not the skybox of normal Quake II. I am instead making a large wall at an extreme distance with an animated texture of thunderclouds and lightning on it. However, I do not want players hooking the sky and pulling themselves up to ridiculous heights. So I wanted to make something that will prevent players from going through but will allow rockets and stuff through. (I don't mind if the rockets get eaten by this clipping wall, but I don't want rockets blowing up on the sky!)
Oh well, maybe I'll just use a stormy sky picture on a normal skybox and have the lightning brushes shoot out of that.
Thanks!
Eternity{FLP}
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Whirlingdervish
Super ShortBus Extravaganza
Illimitable Sesquipedalian Member
Posts: 6384
Rated:
Re: Brush models with QuArK v6.6
«
Reply #1 on:
October 06, 2009, 02:52:06 PM »
to make a clip wall to stop players, you should make a brush "under" the sky at the highest point you want them to be able to go, and set the playerclip flag on all sides of it. the easiest way to do this is to cover it with the clip.wal texture that comes with the baseq2 textures.
you can indeed get a target_speaker to play on cue, but you will need to set the targetname value on it to something, and then set a trigger or button or timer entity to target that targetname at the appropriate moment.
you can also trigger lights on and off with a similar process.
Lifts and a smasher are easier.
you will want to use a trigger_multiple entity for a lot of these things and put a brush in it's little folder in your editor's tree view that defines the 3d area that should constitute a trigger event by the player moving into it.
I'll scrounge up some tutorials for ya..
EDIT:
here are some tutorials on how to use the entities you will need to do certain things:
platforms/lifts
http://panjoo.tastyspleen.net/rust/tutorials/func_plat/plats.html
smashers (I'd use a func_train with a high damage setting)
http://panjoo.tastyspleen.net/rust/tutorials/func_train/func_train.html
and here is the main page of the tutorials so you can check out the other entities like triggers, target_speakers, and timers:
http://panjoo.tastyspleen.net/rust/quake2tutorials.html
You might also post your questions at the q2 cafe', which is home to some of the few mappers left in q2:
http://leray.proboards.com/index.cgi?
«
Last Edit: October 06, 2009, 03:03:34 PM by Whirlingdervish(Q2C)
»
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Slayer :D
Sr. Member
Posts: 426
Rated:
Re: Brush models with QuArK v6.6
«
Reply #2 on:
October 12, 2009, 05:59:41 AM »
Thank you dervish! I'll try it out.
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Brush models with QuArK v6.6
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