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Tutorials are copyrighted by thier author and the Inside3D staff. And may be used in any Quake modification provided that the author and the Inside3D staff are credited. Please direct any comments to the author.


Created By: Hitman
eMail: coldshaft@yahoo.com
Difficulty Scale: Easy


Hitman's Tip on Warping Monsters from out of a Level

You were once probably thinking, "How do i make monsters warp into the map after a certain action has been activated/triggered." Well in this tutorial you will find out just how to do that!

Now it depends on what editor you use, for these instructions to make sense.. so i will try and talk more generally, so you have to be able to do basic mapping operations.

Well, open up a new map and create a room thats 512x512x256. Give the floor a texture of 'CITY1_4', the walls 'CHURCH1' and the ceiling a texture of 'CEILING1'. When that is completed, create a brush 64x64x8 near one side of the room and at the middle of that side

Now, select the top face of this new brush and apply the '+0BUTNN' texture to it. For the sides of the brush apply the 'CEILING5' texture. Turn this brush into a FUNC_BUTTON. Then give this button a 'target' of 'teleports', a 'sounds' of '3', a 'angle' of '2', a 'wait' of '-1' (button does not reset), a 'delay' of '2' and a 'message' of 'Look behind you!'. Now create a room of to the side of this room with the dimensions of 128x192x128. Don't worry about any textures in this room as the player won't enter this room. Place 2 enforcers in this room, one at each side (lengthwise).

Now create a brush that is 128x96x128, and use it to fill one half of the extra room, turn this brush into a 'TRIGGER_TELEPORT'. Give this entity these keys : 'targetname' = 'teleports', 'target' = 'tele1'.

Make a second brush the same as the one above but use it to fill in the second half of the room. Turn this brush into a 'TRIGGER_TELEPORT' and give it these keys : 'targetname' = 'teleports', 'target' = 'tele2'.

Now create a 'INFO_TELEPORT_DESTINATION' and place it in one of the corners, opposite to the button, of the main room, give this the keys of : 'targetname' = 'tele1'.

Create another in the other corner (away from the button) and give it this key : 'targetname' = 'tele2'.

All you have to do now is place a 'INFO_PLAYER_START' somewhere in the main room and compile! Voila! When you press the button, in comes 2 enforcers for you to slaughter