Hosting and domain costs until October 2024 have been generously sponsored by dumptruck_ds. Thank you!
Editing Map based hacks
From Quake Wiki
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 58: | Line 58: | ||
* Create an info_notnull entity. | * Create an info_notnull entity. | ||
− | * Add the key | + | * Add the key (use : barrel_explode). |
* Give it a targetname and create some kind of trigger that targets it. | * Give it a targetname and create some kind of trigger that targets it. | ||
When the trigger is fired, an explosion will occur where the info_notnull is. Be careful, since the explosion is more than just an effect and will injure the player if they are near enough. This is especially true of barrel_explode, as it is one of the most powerful explosions in the game. Fortunately, there are two other explosions that can be used instead by setting the value of the 'use' key to one of the following: | When the trigger is fired, an explosion will occur where the info_notnull is. Be careful, since the explosion is more than just an effect and will injure the player if they are near enough. This is especially true of barrel_explode, as it is one of the most powerful explosions in the game. Fortunately, there are two other explosions that can be used instead by setting the value of the 'use' key to one of the following: | ||
− | |||
* ''OgreGrenadeExplode'' - Ogre grenade explosion (low damage and fairly safe) | * ''OgreGrenadeExplode'' - Ogre grenade explosion (low damage and fairly safe) | ||
* ''tbaby_die2'' - Spawn death explosion | * ''tbaby_die2'' - Spawn death explosion | ||
Line 78: | Line 77: | ||
How does this work? train_wait is a function used by [[func_train]] entities, which plays it's "noise" property. A variation on this hack is to do "use" "plat_hit_bottom" and "noise1" "<sound>", which works much the same way. | How does this work? train_wait is a function used by [[func_train]] entities, which plays it's "noise" property. A variation on this hack is to do "use" "plat_hit_bottom" and "noise1" "<sound>", which works much the same way. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
===Increment the Monsters Killed=== | ===Increment the Monsters Killed=== |