The quest continues to create a trigger_multiple which can be activated and deactivated at will. The previous post described how to make a trigger_once which can be triggered active, but cannot be deactivated again. Can it be adapted to help our quest?
I created a new thing on func_msgboard about fixing a backwards compatibility issue. Start here
AKA the Killtarget bug. This one came up during Map Jam 7, and it’s a bug which affects classic Quake and Quoth alike (note to future readers, if Quoth is past version 2.2 then this is no longer the case…). It manifests itself when a rogue entity deletes everything on the map without a targetname – including the player! This is obviously a showstopper, but to understand why it happens we need to explore a subtle detail of the QuakeC language.
Quake doesn’t give mappers direct control over the items a player starts with. If you want the player to have a nailgun from the moment the level starts, overlapping the weapon with the spawn point seems like a good idea. Most of the time the player picks up the weapon immediately and all is well, but a bug occurs if the player uses the
restart command to load the level from the beginning – the item falls out of the level! This article takes a brief look at why, and then suggests how to modify the QuakeC code to work around it. Continue reading