that's the whole point of that map

On 9/30/11, burakyuksek <[email protected]> wrote:
> I downloaded the mod but I don't liked it myself. Because it is calling me
> as ken and there are a lot of monsters in the dogs map I couldn't find time
> to switch to my favorite weapon and shoot them. I think decrease the number
> of dogs.
> saygilar sevgiler.
> ----- Original Message -----
> From: "ryan chou" <[email protected]>
> To: "AGRIP User and Developer discussion list"
> <[email protected]>
> Sent: Thursday, September 29, 2011 6:39 AM
> Subject: Re: [AGRIP-discuss] New Mod, New Map, Tons of questions
>
>
>> 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
>>>
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