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 > > _______________________________________________ > AGRIP-discuss mailing list > [email protected] > http://lists.agrip.org.uk/mailman/listinfo/agrip-discuss > _______________________________________________ AGRIP-discuss mailing list [email protected] http://lists.agrip.org.uk/mailman/listinfo/agrip-discuss
