Team spawns, ammo, and teleporters

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Team spawns, ammo, and teleporters

Postby Clueless Newbie » Sun Apr 22, 2007 6:13 pm

I've been using Radiant through Quake 3 to work on a map, and this mostly works fine. But there are three things I can't figure out (for now):

1: Team spawns. I tried using the spawn objects of Q3, but Nexuiz won't have it. The FFA spawns work fine, but not the team spawns. How do I set team spawns in Q3 so they work in Nex?

2: Ammo. Q3 ammo does not show up in Nexuiz. How do I do this?

3: The one teleporter in the level does nothing when played under Nex. What am I doing wrong?

Spawns, ammo, and the teleporter work fine when the level is pllayed in Q3, btw.
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Re: Team spawns, ammo, and teleporters

Postby KadaverJack » Sun Apr 22, 2007 6:30 pm

Clueless Newbie wrote:1: Team spawns. I tried using the spawn objects of Q3, but Nexuiz won't have it. The FFA spawns work fine, but not the team spawns. How do I set team spawns in Q3 so they work in Nex?

no idea what q3 uses, the classnames for Nexuiz team spawnpoints are info_player_team1-4

2: Ammo. Q3 ammo does not show up in Nexuiz. How do I do this?

item_rockets, item_bullets, item_cells, item_shells

3: The one teleporter in the level does nothing when played under Nex. What am I doing wrong?

Is there a warning when you start your map with Nexuiz (something like "teleporter with invalid target")? If so, check your teleporters target names...
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Postby Strahlemann » Sun Apr 22, 2007 8:47 pm

You can take a look at Nexuiz's map sources in Radiant and see how it's done in the official maps.
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Re: Team spawns, ammo, and teleporters

Postby cortez » Mon Apr 23, 2007 12:19 pm

Clueless Newbie wrote:1: Team spawns. I tried using the spawn objects of Q3, but Nexuiz won't have it. The FFA spawns work fine, but not the team spawns. How do I set team spawns in Q3 so they work in Nex?



info_player_team1 or info_player_team2
Aneurysm 4 the win !!!!! :D
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Re: Team spawns, ammo, and teleporters

Postby Clueless Newbie » Mon Apr 23, 2007 9:54 pm

KadaverJack wrote:no idea what q3 uses, the classnames for Nexuiz team spawnpoints are info_player_team1-4

item_rockets, item_bullets, item_cells, item_shells


I took a closer look at the .def file I was using. It turns out that OS X had added an unseen ".txt" extension to the file name - which caused Radiant to ignore it. I removed the extension and now the spawns and ammo work fine. 8)

Is there a warning when you start your map with Nexuiz (something like "teleporter with invalid target")? If so, check your teleporters target names...

The teleporter target name seems to be correct. There's also a line connecting the trigger and the target, and it works inn Q3. But not in Nex. I'm going to delete the teleporter and target and reapply them. Maybe that'll help.
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Re: Team spawns, ammo, and teleporters

Postby KadaverJack » Mon Apr 23, 2007 10:16 pm

Clueless Newbie wrote:The teleporter target name seems to be correct. There's also a line connecting the trigger and the target, and it works inn Q3. But not in Nex. I'm going to delete the teleporter and target and reapply them. Maybe that'll help.

I checked the map you posted $elsewhere: the teleporter target is not correct for nexuiz. Your target "target_teleporter" as classname, which is unsupported by nexuiz (any q3 mappers here? is that a standard classname for q3 that should be added to nexuiz?). Change the classname to "info_teleport_destination" or "misc_teleporter_dest" and it'll work...
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Postby Strahlemann » Mon Apr 23, 2007 10:26 pm

It's the same In q3 as in Nexuiz.

Make a brush, and texture it with common\trigger. Right-click on it in an ortographic view and choose trigger_teleport.

Then taget a misc_teleporter_dest like KadaverJack suggested.

No need to add a standard class to Nexuiz.

P.S.: I always wondered why there's a target_teleport available. Just don't use it.

My tip: open up some *.map files in Radiant to see how things are done there.
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Postby KadaverJack » Mon Apr 23, 2007 10:41 pm

Strahlemann wrote:P.S.: I always wondered why there's a target_teleport available. Just don't use it.

According to the entities.def file, "target_teleporter" is something completely different:
entities.def wrote:/*QUAKED target_teleporter (0 .5 0) (-8 -8 -8) (8 8 8)
Activating this will teleport players to the location of the targeted misc_teleporter_dest entity. Unlike trigger_teleport, this entity must be activated by a trigger and does NOT allow client prediction of events.
-------- KEYS --------
targetname : activating trigger points to this.
target : this must point to a misc_teleporter_dest entity.
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/

No idea why it works instead of "misc_teleporter_dest" in q3...
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Postby tZork » Tue Apr 24, 2007 4:36 am

Heres somethign that may be of interest:

http://zdev.dvrdns.org/nexuiz/entities.def

Its an updated .def file, correct sized (as high a the bound box of nexuiz models) player spawn, removed most of the non working q3 stuff and added most (all?) nexuiz related things. Also makes weapon/item model visible in radiant tho they will be missing their textures unless you have some special models (ill pack those up when i fixed som bugs on em). There is likely to be some non functional-in-standard-nexuiz(tm) stuff in there, just things im experimanting with (info_conquest_spawn etc).

This file is updated fairly often, as i find bugz/fetured and ways to fix/add them.
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Re: Team spawns, ammo, and teleporters

Postby Clueless Newbie » Wed Apr 25, 2007 5:50 pm

KadaverJack wrote:I checked the map you posted $elsewhere: the teleporter target is not correct for nexuiz. Your target "target_teleporter" as classname, which is unsupported by nexuiz (any q3 mappers here? is that a standard classname for q3 that should be added to nexuiz?).

I believe that is the standard classname for Q3.
Change the classname to "info_teleport_destination" or "misc_teleporter_dest" and it'll work...

One more thing needed to be changed: It's called "target_name" in Q3 and "targetname" in Nex.

And now the teleporter works. 8)
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