some entity questions


(heeen) #1

i have a teamdoor that occasionally opens into the wrong direction, and i saw on fueldump that the teamdoor there has a trigger inside is just the same size as the door but thinner… how does it work?

i have some speakers in my map that are toggled off in the gamemanager’s spawn function for later usage as alert etc, but when a player connects to the server during gameplay, he woulkd hear the siren all the time until it is deactivated by the script… the disablespeaker command in the spawn function is called after a 2000 secs wait time, i think that should be enough to prevent acces on the speakers before they are spawned… speakers are also used un rtcw mp_beach and as commandpost sounds on et maps… what am i doing wrong?
3.
how does et handle spawnpoints when there are more players than spawnpoints at a given spawn location? will they be telefragged as in quake or will the be deferred to another spawn location?
4.
how does et handle spawning when spawpoints have no direct line-of-sight to their info_wolf_objective, like spawnpoints on different floors in a house? by now i never have seen one of the first-floor-spawnpoints to be used (wobj is in the second floor)
5.
how do i make a negative light? i made a light with a light value of -100 but it showed no effect…

thanks for replies in advance
heeen


(heeen) #2

#4 is fixed, or should i say there was no problem at all, but this rises the question, how it is determined which spawnpoint belongs to which wobj if they are nearby…


(SCDS_reyalP) #3

If it is anything like RTCW, it just goes by distance. So it uses the closest available, and works out from there. Unless they changed it, line of sight should have nothing to do with it.

for #3, argain thinking it about how it worked in RTCW, you should not telefrag. It will use an empty spawn point at a different location (I’m pretty sure I’ve seen this on the ‘atlantic wall’ map). If there are not enough spawn points at all, then the players will spawn in stack, sometimes stuck together. Usually if you keep trying to move, you come unstuck.


(damocles) #4
  1. Is it a double door? If so, one of them needs the reverse tag checked. If it’s a single door, try setting it further back into it’s framework. Sometimes if a door is opened from obscure angles it can open the wrong way.

  2. Why not simply set the speakers to off in radiant/ET instead of setting them to start on and turning them off? Looped Off is what you want.

  3. Not sure if you can do negative lights. I seem to recall ydnar was talking about them and maybe including them in q3map2. Not sure if he ever did. Might want to ask in the q3map forum as ydnar reads that one and negative lights would be a compile setting, not an ET setting.


(heeen) #5
  1. it’s a simple one-brush-door
  2. gotta check it out, i thought the only possibilites were looped or non looped, didn’ know there was looped starting off
  3. i already saw a thread and screenshots of negative lights…