defrag tricks with weap maps??

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
^Ghost
Posts: 230
Joined: Tue Sep 08, 2009 3:35 am

defrag tricks with weap maps??

Post by ^Ghost »

was wondering if its possible to make a map using some tricks into a map. like im curious to see a map with an ob (overbounce) and ob is when u jump or fall off the floor off of to another floor hitting it at 0ups, what will happen is that u will bounce back up to the exact height from which u fell or jumped from, now the only way to incorporate this to a frag map is put a weapon, ie: bfg much higher from where jumping base is from.. to get the additional height u will need at least a pg or rl and climb ur way up... all this is very possible it is done very often in cpm and vq3 physics. ill post and explain the .txt files tomorrow when i have some time.
[url=https://github.com/Garux/netradiant-custom]NRC[/url]
[url=https://defrag.racing/]Defrag[/url]
[url=http://ws.q3df.org/]Q3 Map Archive[/url]
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: defrag tricks with weap maps??

Post by dichtfux »

That way of grabbing the weapon seems very artificial. People would just RJ there.

Maybe a better way to incorporate it would be a dropdown to a weapon. If you manage to do the OB, you get back to your old position (high up). If not, you lost the height advantage but got the weapon. Still strange though.

I remember seeing a discussion (here or elsewhere, don't remember) on doing exactly that but if I'm not mistaken nothing came out of it.

Btw on the physics thing: for cpm physics, that only applies to defrag implementation, right? I think OBs were removed from cpm quite a while ago.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Re: defrag tricks with weap maps??

Post by Fjoggs »

Ob's only work in vq3 if you have pmove_fixed 1, which people don't. :-)
^Ghost
Posts: 230
Joined: Tue Sep 08, 2009 3:35 am

Re: defrag tricks with weap maps??

Post by ^Ghost »

@dichtfux
no it would not be possible to just rj there, with rj's u can only max out at a certain height.. heres an example of what a basic ob looks like...
Image

or u can be even more creative skip the ob and do a 2 or 3x rj (2x would be u shoot a rocket down at the right timing hit the floor and rj when the rocket hits u... 3x 2 rox down 1 on the floor... etc..)

@fjoggs
u can hit an ob in any game physics. i would know i incorporate it in just about every map i make. it just depends on how u hit it whether u are jumping or falling its even possible to hit ob's in stock maps.
[url=https://github.com/Garux/netradiant-custom]NRC[/url]
[url=https://defrag.racing/]Defrag[/url]
[url=http://ws.q3df.org/]Q3 Map Archive[/url]
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Re: defrag tricks with weap maps??

Post by Fjoggs »

I know how ob's work. I played defrag for like 6 hours a day a few years back. But unless something has happened, you couldn't just launch quake3 in vanilla and hit an ob unless you clutter with cmd's. Either pmove or sv_fps
^Ghost
Posts: 230
Joined: Tue Sep 08, 2009 3:35 am

Re: defrag tricks with weap maps??

Post by ^Ghost »

ah yes sir u are right my apologies, since i never play vq3 at all
[url=https://github.com/Garux/netradiant-custom]NRC[/url]
[url=https://defrag.racing/]Defrag[/url]
[url=http://ws.q3df.org/]Q3 Map Archive[/url]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: defrag tricks with weap maps??

Post by obsidian »

Ghost, check your PM please (under the post topic/post reply buttons).
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: defrag tricks with weap maps??

Post by ^misantropia^ »

Fjoggs wrote:But unless something has happened, you couldn't just launch quake3 in vanilla and hit an ob unless you clutter with cmd's. Either pmove or sv_fps
Actually (God, I hate starting a sentence with 'actually') you can, but it's way, way more unreliable. You need a rock solid FPS, for starters.
Post Reply