pick up and tele away

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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guitar_monkey
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Joined: Fri May 11, 2012 9:18 am

pick up and tele away

Post by guitar_monkey »

hi there,

i'm making a map called MonkeyBuisiness,
not a map to take all to serious cause it's jsut a map i use to learn different thing in GTK
now i would like to make a closed chamber, only accesable by portal and with only a quad in there,
and that if you pickup the quad, you get teleported out of the room and back in battle,
is this possible?
[u][b][color=#FF0000]M[/color][color=#0000BF]onkey[/color][color=#FF0000]B[/color][color=#0000BF]usiness[/color][/b][/u]
cityy
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Joined: Mon Aug 10, 2009 8:23 am

Re: pick up and tele away

Post by cityy »

Yes, it is possible.

Just make a teleporter leading you into a box outside of your actual map that contains the quad damage. Right in the center of the quad damage entity, place another trigger_teleport that leads you back to the actual map.
You pretty much described the solution to your problem in your own post already. :p
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guitar_monkey
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Re: pick up and tele away

Post by guitar_monkey »

cityy knows it all :D
another question,... i cant seem to find the right bsp thing to play my map in q3
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cityy
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Re: pick up and tele away

Post by cityy »

Well, basically q3map2 divides the compile process into three stages: BSP, VIS and LIGHT

BSP - converts your .map file to .bsp to make it playable in q3
VIS - calculates the visibility in your level, i.e. what part of the map gets rendered if you stand at a certain spot
LIGHT - creates the lightmap from your sky, shader- and entity lights.

In radiant, you have a couple different compile options; some of them are for testing purposes and some for final releases. As you can see, the LIGHT stage is missing in some of them for example. If you choose a compile string without LIGHT stage q3map2 will only compile the .map to .bsp and calculate the visibility but not change the light map. To read more about q3map2 and it's compile switches check: http://en.wikibooks.org/wiki/Q3Map2

For testing purposes, you can simply choose one of the compile stringst labeled as "(test)" and then launch the map in q3 (open console and "\sv_pure 0; map yourmap".
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guitar_monkey
Posts: 108
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Re: pick up and tele away

Post by guitar_monkey »

gtkradiant wont allow me to save my map as anything else but the autsoave thing, in other words,... i cant make a .map file, or a .bsp file or even work at 2 different map at the same time cause he will only make a autosave map...
i hate this,...
#ragequit
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Eraser
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Re: pick up and tele away

Post by Eraser »

Isn't it possible, and a better idea, to have the quad damage target a target_teleport entity? Then picking up the quad will teleport you away.
Having said that though, it might not be a good idea because it would mean it's your only way out and a quad only spawns once every 2 mins.
Last edited by Eraser on Thu Jun 07, 2012 9:08 am, edited 1 time in total.
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Eraser
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Re: pick up and tele away

Post by Eraser »

guitar_monkey wrote:gtkradiant wont allow me to save my map as anything else but the autsoave thing, in other words,... i cant make a .map file, or a .bsp file or even work at 2 different map at the same time cause he will only make a autosave map...
i hate this,...
#ragequit
In your preferences in GtkRadiant, there's a "use win32 save dialog" or something along those lines somewhere. Toggle that setting, restart Radiant and try again. Make sure you explicitly add the .map file extension to the name when first saving a new map though. I think GtkRadiant's built in save dlg doesn't do this for you.
guitar_monkey
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Re: pick up and tele away

Post by guitar_monkey »

no sort thing like that in that menu
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Eraser
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Re: pick up and tele away

Post by Eraser »

It's under Edit > Preferences > Inteface > Layout.
There's a checkbox that says "Use win32 file dialog (hacky)". Turn it on if it's off or turn it off if it's on and try again.
guitar_monkey
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Re: pick up and tele away

Post by guitar_monkey »

i;m quitting, it aint working
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cityy
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Re: pick up and tele away

Post by cityy »

What version of radiant are you using?
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guitar_monkey
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Joined: Fri May 11, 2012 9:18 am

Re: pick up and tele away

Post by guitar_monkey »

1.4
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guitar_monkey
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Re: pick up and tele away

Post by guitar_monkey »

i followed every step ou told me to make, and it still doesn't work,...
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obsidian
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Re: pick up and tele away

Post by obsidian »

  1. Run GtkRadiant as administrator.
  2. Check your project settings (File > Project Settings) and make sure basepath is set to your baseq3 directory, and Quake 3 Arena is the selected mod, leave fs_game blank.
  3. Make sure you are indeed saving to Quake3\baseq3\maps.
  4. Type in your file name and manually add the .map extension.
  5. If none of that works, try renaming one of your .autosave files to .map.
[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]
Bliccer
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Joined: Thu Nov 26, 2009 4:27 pm

Re: pick up and tele away

Post by Bliccer »

Radiant 1.4 has problems with Windows7. Already encountered that myself. What I do to save maps is take an existing mapfile, rename it, load it into radiant, clean it and start mapping there and voilá you can save your map. But still I can bsp -meta this map, so I can play it ingame. Don't know why it's not working at yours.
But for Win7, better try radiant 1.5 or 1.6. These will definitely work!
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Eraser
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Re: pick up and tele away

Post by Eraser »

Never had any problems with 1.4 and windows 7. Didn't even need to enable any of the compatibility options. But you're right, it's best to upgrade. And I'd say go to 1.6.2 because it basically is just like 1.4 and, contrary to 1.5, it's still being developed.
guitar_monkey
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Re: pick up and tele away

Post by guitar_monkey »

tomorrow
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CZghost
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Re: pick up and tele away

Post by CZghost »

Eraser wrote:quad only spawns once every 2 mins.
So be using target_multiple with wait key setted to 120 (or the powerup has wait setted up) and target to target_teleport would compensate it?
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