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[SUGGESTION] Can we have fireball traps like in quake? - Printable Version

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+--- Thread: [SUGGESTION] Can we have fireball traps like in quake? (/showthread.php?tid=2146)



Can we have fireball traps like in quake? - Fireball - 09-16-2011

In the original quake at the first level where you choose between easy medium and hard there lava and a part where a fireball shoots up and down.

Xonotic does not have this capability, sadly.

Could this capability be added. Maybe other trap projectiles like frost that can freeze you like in the freeze-tag mode. Maybe energy beam, enegy ball, maybe arrows and spikes? These need not be smart projectiles, dumb as a rock is fine. Maybe rockets for those that like to make tech like maps?

Also could triggerable func_rotating happen? I tried to make a giant buzz saw that you can turn on/off but func_rotating ignores triggers.

Honestly, I'm trying to make a trap / gauntlet run map but my options are limited to pit traps and crushing traps.

Oh, another trap type: release of mosters trap! Well we'd have to have monsters.

Congrats on the release.


RE: Can we have fireball traps like in quake? - unfa - 09-18-2011

Hey! I like the idea!
Have no idea how to help you (otherwise than supporting the idea with my voice).

Maybe I could record some monster sounds or sketch some creatures Wink


RE: Can we have fireball traps like in quake? - Exitium - 09-18-2011

Suddenly, L4D'ish gamemod for Xonotic?


RE: Can we have fireball traps like in quake? - Fireball - 09-18-2011

(09-18-2011, 01:16 AM)unfa Wrote: Hey! I like the idea!
Have no idea how to help you (otherwise than supporting the idea with my voice).

Maybe I could record some monster sounds or sketch some creatures Wink

http://forums.xonotic.org/showthread.php?tid=841

A developer of the game said he's interested in a monster wave gamemode. For that would have to be created the monsters we could then put in traps.


RE: Can we have fireball traps like in quake? - Cortez666 - 09-18-2011

why dont you start doing stuff? instead of asking others to do it?


RE: Can we have fireball traps like in quake? - Mr. Bougo - 09-18-2011

Cause that's all he does.


RE: Can we have fireball traps like in quake? - Cortez666 - 09-18-2011

(09-18-2011, 01:50 PM)Mr. Bougo Wrote: Cause that's all he does.

if he seriously want all that stuff, he would start doing it.


RE: Can we have fireball traps like in quake? - Mr. Bougo - 09-18-2011

He agrees with you, for contributing makes you valuable. But he simply does not have the skill.


RE: Can we have fireball traps like in quake? - Minkovsky - 09-18-2011

func_rotating is trigerrable, just not directly. Use the relay_* entities, in this manner:
(trigger)→relay_activate→func_rotating
(trigger)→relay_deactivate→func_rotating
(trigger)→relay_activatetoggle→func_rotating.


RE: Can we have fireball traps like in quake? - Fireball - 09-18-2011

(09-18-2011, 02:20 PM)Mr. Bougo Wrote: He agrees with you, for contributing makes you valuable. But he simply does not have the skill.

Indeed, some people DO have limitations. I am one of those people.
Some people will NEVER be scientists no matter how hard they try to study, some do not have the intellectual capability to be successful doctors and the like. I don't have the intellectual ability to understand the code enough to implement anything but the simplist of features.

My limit is at if-then, and for loops (barely). Transforms are beyond me. I've tried.

Thinking up features or supporting ones someone else wants is within my grasp however.

Honestly... you people live in communities where there are only smart capable people? I'm dumb and just cannot grasp the code, I have tried for years.
(09-18-2011, 03:07 PM)Minkovsky Wrote: func_rotating is trigerrable, just not directly. Use the relay_* entities, in this manner:
(trigger)→relay_activate→func_rotating
(trigger)→relay_deactivate→func_rotating
(trigger)→relay_activatetoggle→func_rotating.

How do I have it so the func_rotating is turn off at the beginning and has to be toggled?

(trigger)→relay_activatetoggle→func_rotating.

would turn it off I think, how do I say "be of by default"


RE: Can we have fireball traps like in quake? - Minkovsky - 09-19-2011

off by default? Easy, just trigger the relay_deactivate with something that happens at map start.


RE: Can we have fireball traps like in quake? - Fireball - 09-19-2011

(09-19-2011, 12:35 AM)Minkovsky Wrote: off by default? Easy, just trigger the relay_deactivate with something that happens at map start.

Like what?

I need the func_rotating to be in the exact position I want it to be in too. When initially deactivated.
I want to have a huge circular saw that intersects a hallway, but who's teeth, at map start atleast, allow you to pass through since they are not, at that point, blocking the hallway... yet.


RE: Can we have fireball traps like in quake? - catfish - 09-22-2011

There's a function for this in good old GPL quake 1. Copy that.
What's the function's name? It's used alot in the castle levels in quake 1.