Okay, I came across a tutorial on making smoke streams that go towards a info_notnull by using target_smoke entities. Yay, I thought, thinking it would be a nice touch to add to my map. However, after some struggling, I have found that target_smoke entities cannot move towards info_notnulls (I even tried the sample map provided with the tutorial and that doesn’t move the smoke towarsd the info either). I’m guessing they used to be able to do this or there wouldn’t be a tutorial on it. So what has changed, why has it changed and is it fixable?
target_smoke not directional?
you’re not refering to that example map I did are you…!?
What you’re trying to do?? Do you mean you want the smoke to basically emit in a certain direction (the info_notnull target) or are you trying to ‘move’ the entity itself (which what you wrote above seems to indicate)???
The former does have some ‘issues’ which seem to happen without rhyme or reason, the latter generally can’t be done. Make sure though if the target is below the smoke ent you have the gravity flag ‘on’ as the ent won’t drop smoke soley based on where the target is underneath.
Hehe, yeah it is your tut. It never clicked that you were the same person.
But yeah, I compiled your example map and it didn’t work either. I have the gravity on (because the info is lower than the target_smoke). All I want is the smoke to go towards the info_notnull, I don’t need to move the actual entity.
For some reason the smoke won’t go any direction except up or down. I’ve tried it with just the target_smoke and an info_notnull. I’ve also tried using an info_null instead of notnull. I’ve tried triggering it on and off via scripting. I’ve tried moving the target_smoke entity right out into the open. It simply will not direct the smoke towards the info_notnull.
I’m guessing as you wrote the tut that you had it working. Have you managed to get it to work on the latest patch or latest q3map? The problem must lie somewhere in the code, as the entities are about as simple as you can get.
You said you compiled it and it no longer worked??
Did you move anything in Kat’s map? Check your N buttons, I have to reset everything if I even look at smoke crosseyed! LOL
Also I did see a tut with several smokes side by side somewhere, you’re making a MP map correct?
I didn’t change anything in Kats tutorial map. I looked at the entities but I didn’t save, so it can’t be anything I’ve done. I figure something is either different in the wolf version, different in q3map or perhaps I have a problem with my wolf def files, but I have the latest radiant version, so I doubt it’s that.
PS - yeah its mp
You’re using q3map2? And Kat’s example pk3 doesn’t show smoke/steam on your PC? Or you compiled the included .map without changing anything and the smoke/steam was broken??? What settings did you compile with???
heh…!
I just had a read thru the html to double check something… Ghast and a couple of other SPmapping guys have comfirmed there appears to be some issues that crop up without any explaination and what you’re getting now is the main one - everything appears to be flagged correctly and in place but the smoke refuses to work properly (the fact you were able to compile the demo map and still have the problem happen confirms it even more). I don’t know what causes this to happen and the only way I and the guys have managed to fix it is to delete everything being used and start from scratch with the effect.
If you look at the *.map file you’ll notice on the double jet section the ingame angle doesn’t match the ineditor angle, other than there being two smoke entities occuping the same space I don’t know why it does that.
What you could try is moving the smoke entity slightly so deadcenter doesn’t have any brushwork near it at all (use the smallest grid), I was just looking at the sample map and noticed that although the entities arn’t ‘hidden’ (as per the html info) they are smack next to some brushwork that could be causing some 'error’s in/during/after compile - don;t know why this would be though…!?
I think (I knew I should have made a note of this…!) I compiled that demo map with q3map (GTK1.2.12) -vis, -light -patchshadows.
link to html and map file incase anyone else wnat to take a peek-a-boo…
http://www.magesskulls5.ndo.co.uk/steam/steam.htm
http://www.magesskulls5.ndo.co.uk/tutorials/steam.zip c.200kb
I think it must be an mp mapping issue, because the target_smoke was never intended for mp use, but I think it was the splash damage guys added the code int o the 1.33 patch to make it work.
I have tried twice already staerting from scratch and have already tried the moving out in to the open idea.
As for the double jet in your map not matching the angle, you’re not kidding, one went straight up and the pother went straight down The problem lies purely in the angle, all other aspects of the target_smoke entities work perfectly for me, but angles it just doesn’t want to know.
Added:
Noticed one very strange thing. The smoke isbehaving as if it is going somewhere specific. The angle is always screwed (always up or down), but the smoke goes in a perfect line. If no angle or target is set, the smoke spreads out a lot. So it knows it’s supposed to go somewhere just doesn’t know where.
you’re trying this in MP then yes?? This possibly is something to do with MP, not 100% on that though.
I haven’t done any ingame shots yet but if you look at the entity placement in the map file itself you’ll see the ‘projected’ angle the smoke should be taking… the settings in the property box has the smoke coming out as a fine jet of steam… in fact I’ll see if I can update the info with some screenies now I’ve got a few mins spare…!
[EDIT] update htm info with ingame screenshots
Yeah it must be an MP thing. Nevermind I’ve now switched to using the props_flamethrower thingy but that kills framerates And has the problem of not setting people on fire.
Ooh ooh, if you get the props_flamethrower working bulletproof, please, do a tut! I was using kf_box.map as my guide, but taming the flaming proved too hard for me! LOL
It’s pretty easy setting up a props_flamethrower, but they are very expensive fps wise and they don’t actually damage the players, so you have to use a trigger hurt which doesn’t set them on fire, so the whole effect isn’t that realistic. Also, the flame jet shoots out in a perfect line which is a shame because if it spread out some it would like really good. As it is, it looks more like a welding torch than a flamethrower.
If you still want a tut I could write one up…