by Qrv » Tue Nov 15, 2011 6:38 pm
Erm, I'm prob not the best person to explain trigger_relay. But lets say I want to spawn 3 monsters, all at the same time, to different teleport_destinations.
By making 3 trigger_relays with the same "Trigger Name" ( Ie, the name the trigger uses when activated by something else, dunno the correct term. ), if i then use a trigger_once, calling the name of the trigger_relays, all 3 triggers will activate, from one main trigger. Sorry for the bad explanation, I aint no teacher, heh.
I myself would use the trigger_once attached to the gun, to call as many trigger_relay's as needed to spawn the monster in the room, without my earlier idea of an extra trigger brush.
This way, you get all the monsters spawn as needed, when the gun is picked up. An interesting little effect by the way, can be achieved using trigger_relay's,
by giving each one a slightly different "Delay", you can spawn the monsters in gradually, instead of all at once. Can be entertaining sometimes to spawn 3 monster at once, then 10 secs later, spawn an extra monster or two, because within 10 seconds the player should have killed the first 3 and moved on, or died...
... and then the others spawn in behind the player or wahtever, making for some interesting "shock" factor on most players not expecting it.
You could set a "Delay" on the trigger_once used by the gun, to wait a good few seconds before the trigger_relay's are called, but how to have it so you must pick up the gun, and walk back thru a trigger, I'm not entirely sure on that actually. Maybe using some strange trigger system using the counters, but I myself at this point would prob make a new trigger in QC for such a feature. ( I'm strange tho, if I cant find a way to do something already coded, I'l just code it myself. )
You can make whatever you want in a level, if your building the map. If say, you want to add stuff to id's maps or someone elses, (the id maps are released now btw, so you can do whatever you want in your map editor with them, but check the license on em before selling the re-made ones...) I believe DarkPlaces allows extra entities to be added to maps via .ent files. I've never looked into this much, or even used it tho, as I build my own maps.
As for using additional entities in Worldcraft, you'l need the .FGD's ( I think thats what they call em for worldcraft, buts its an entity definition file. ) for the games entities you want. Ie, you'l need one for Scourge's entities.
I dunno if these exist, but I'm sure they do for the misson packs somewhere, Func_Msgboard would be the place to ask that. I myself just add the entities I create/need to the .FGD for Quake entities, it's only a text file afterall.
Also, as a btw, you dont need to actually make 10 mini-rooms for the spawning monsters. I myself just make one large room, and using the grid, position trigger_teleports over each monster in the room. Basically the same as what your doing now, but in 1 room, not 10. No need, I dont think.
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