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New entities

Maps and the process of creating them

Re: New entities

Postby Phoenix » Jun 5th, '10, 9:07 am

Sure that's an easy fix on a case by case basis. I for one don't know anything about the coding involved for q3/radiant. I'm only familiar with shaders. I can fix that for myself now, thanks ... but I still think it should be changed in the file that comes with the official defrag release. Not every mapper will know to do this and some won't even be aware that remove mg is possible with this entity (i originally thought it was planned but wasn't included until i tried the spawnflags out for myself).
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Re: New entities

Postby BeRsErKeR » Jun 5th, '10, 9:38 am

Here is the list of the entities and features I'm going to implement.

=====================================================
List of new entities and features with priority
=====================================================


> func_breakable
=====================================================
Priority: Mid
Status: 90%
Funny feature that is already implemented. Only gips are missing.


> target_setSpeed (also can add/reduce speed)
=====================================================
Priority: Mid
Status: 100%
Can be a cool feature I think. It's better than trigger_push_velocity.
And it's already implemented. ;)


> target_stopMPTimer
=====================================================
Priority: High
Status: 0%
Easy to implement and useful for team runs.


> target_startMPTimer
=====================================================
Priority: High
Status: 0%
Easy to implement and useful for team runs.


> target_exchange_pos
=====================================================
Priority: Low
Status: 0%
Funny feature for team runs but not as important as other things.


> target_exchange_items
=====================================================
Priority: Low
Status: 0%
Funny feature for team runs but not as important as other things.


> target_multimanager
=====================================================
Priority: High
Status: 0%
Essential entity to reduce entity count.


> func_door_clientside
=====================================================
Priority: High
Status: 0%
Essential for online runs but hard to implement.


> func_button_clientside
=====================================================
Priority: High
Status: 0%
Essential for online runs but hard to implement.


> shooter_bfg
=====================================================
Priority: Low
Status: 0%
Why not?!


> Fix: target_delay
=====================================================
Priority: Mid
Status: 0%
Should also work online.


> Fix: target_score
=====================================================
Priority: Mid
Status: 0%
Should also work online.


> trigger_warp (w3sp-style teleporter)
=====================================================
Priority: Mid
Status: ?%
Nice feature to create portals that won't influence player speed.


> Extension: holdable_teleporter (set destination)
=====================================================
Priority: Low
Status: 0%
I'm not sure about this.


> Fix: target_laser
=====================================================
Priority: Low
Status: 0%
I'll have a look at this later.


> Fix: target_init (REMOVEMACHINEGUN)
=====================================================
Priority: Low
Status: 100%
It's just one word to add to the defrag.def. ;)


> Combinations of func entities (like moving buttons)
=====================================================
Priority: Low
Status: 0%
Would be a nice feature. Maybe later.


> Triggerable func_trains and angles for path_corners
=====================================================
Priority: Low
Status: 0%
I also missed this. But it's not important for now I think.



For now I'll deal with the high-priority stuff: target_stopMPTimer, target_startMPTimer, target_multimanager, func_door_clientside and func_button_clientside.
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Re: New entities

Postby Phoenix » Jun 5th, '10, 12:05 pm

With target_setSpeed will it be possible to override the sound played? I have a cool concept map that involves many trigger_push_velocity in rapid succession but because it plays the regular jump pad sound every time it gets quite annoying.
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Re: New entities

Postby BeRsErKeR » Jun 5th, '10, 1:26 pm

The target_setSpeed entity will play no sound. Maybe I'll at the option to specify a sound but for now there will be now sound cause it's no jumppad at all.

I'm still working on func_door_clientside. It's hard to implement and hard to test.
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Re: New entities

Postby |PsY|Shio » Jun 5th, '10, 4:33 pm

i dont think its the target_score thats bugged but rather the globalfragsfilter.

other cool features would be:

target_multiple_stop/startimer, : key "map" value "runkull3" ,... "map" "imoor_run06" so u can have many runs in one map.

new speed variance for slick, toggle wouldnt be bad either.

item_nitro with a count default of 1, every time u activate it u get haste for 1 or 2 seconds. (needs bind to activate).

Combinations of func entities (like moving buttons)

...would be also great for triggers.

getting rid of the 8frame limit @ shaders for animation.

target_value where u could save/load speeds for buttons/doors/functrains/rotating....

modelanimation http://www.smokin-guns.net/viewtopic.php?t=2052

and far clipping http://www.smokin-guns.net/viewtopic.php?t=1469

maybe u could ask them for the source code.
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Re: New entities

Postby amt-morbus » Jun 6th, '10, 1:52 pm

is it hard to get the Proxmine launcher over from team arena? Think that could be rly nice for freestyle..
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Re: New entities

Postby Anyone_Under_This_Rank_Is_n00b » Jun 6th, '10, 2:51 pm

amt-morbus wrote:is it hard to get the Proxmine launcher over from team arena? Think that could be rly nice for freestyle..
Probably not since all the code is there.
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Re: New entities

Postby |PsY|blumen » Jun 6th, '10, 5:06 pm

proxy would be the worst weapon for defrag. please dont.
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Re: New entities

Postby amt-morbus » Jun 6th, '10, 9:35 pm

i see the most potential use in freestyle. gluing the mines on walls or wherever you want. it could be also a nice weapon for teamruns since mines would be easier to handle than nades (shooting nades other than 90 to floor is hard for teamruns if you would have to shoot from different heights).

i like the weapon in qlive and i can always see ppl(people) trying to do some freestyle tricks on the ctf-servers.

dunno - what do the others think about this weapon?
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Re: New entities

Postby Phoenix » Jun 6th, '10, 9:42 pm

Adding in the proximity mines wouldn't be the worst thing. Keep in mind that all old runs would not have it still and it would only be a mapper's choice to include it in any new runs. I can see it getting a little overused at the beginning because it's new but i dont see it being in many runs after that. I don't see it as an "easier grenade" though. Sure it can be used as that but if that`s the only purpose then all i can say is practice with nades more. No sense adding a new weapon just because a few players can`t use the old one that works just as well.

As for freestyle ... it doesn't change any of the old tricks / make them irrelevant it just adds a new weapon into the mix creating new trick possibilities.
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