so wait, can you adjust views for say the episodes where you have to
shoot a window/monster on a ledge? cause that'd be awesome

On 9/28/11, Ken's <[email protected]> wrote:
> OK, so I've finally got a map good enough to post.  It's still kind of
> crummy, but not bad.  Actually I'm posting two.  One, death of the dogs, is
> a big map full of nothing but--you guessed it, dogs.  Well, ok, there are a
> few other monsters just for fun, but doggies are the main thing.  I began
> that one when my mother's dog peed on my computer.
> The second map, based on the first, should be more interesting.  It's called
> the death trap, and has all kinds of creatures.  It might not work with JQ,
> but it will work with UltraQuake, my new mod.
> I've got ldl questions.  First, how do I get triggers to work?  I've got a
> trap-spikeshooter and a trigger_multiple targetted to it, but nothing
> happens when I hit the trigger.  I would also like to learn how to make
> doors that are locked until you press a button, how to make shootable doors
> and buttons, and how to make walls move.  I tried making a func_wall, but it
> said I needed a target.  I tried putting a path_corner down and targetting
> the wall to that, but still no go.  Any help would be awesome, seriously.
> The only problem with UltraQuake is that I have no idea how to put a mod
> together at all, so for now just back the old dat files up from JQ and put
> in these two.  I'll make a proper mod of it someday, I promise, but there is
> more important work to be done--like home schooling my boy, so I don't have
> lots of free time.
> In this spin-off of JQ you'll be able to play eppisodes without precache
> overflow errors.  You'll also hear your coordinates by pressing x if you
> also install  my autoconfig.cfg file.  Hit ; and ' to increase-decrease
> scanning range, (buggy ecause buttons sounds disappear,) and use the
> brackets to control scan speed.  It's not all documented yet, but the
> commands are all in that autoexec.cfg file, along with 90-degree turns and
> 180 degree turns as well as something I call the keychanger., which changes
> the functions of keys and the mouse.  Hold down the shift key, and if you
> shoot, you first have centerview--just in case. Hit the left and right arrow
> keys, and you'll turn 90 degrees.  Yeah, I know shift's used for running,
> but the speed is maxed out so you'll always be running anyway.  Also, mouse
> button 3 does an impulse 84, and I think the wheel makes you walk--Ive been
> playing it on my netbook for so long I cant remember.
> Here's the link.
> http://dl.dropbox.com/u/43484895/quake.zip
>
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