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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Fri Jan 01, 2010 12:01 am Post subject: Questions about entity exclusion bitflags on mapload |
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Okay, starting out what I'm doing now is working on adding deathmatch support to my SP map, and I want to add a deathmatch only flag to stuff like trigger_teleport, func_wall, etc.
Are the "not on skill x / Deathmatch" bitflag exclusions hardcoded into the engine?
Also, does nightmare break this? i.e. If I set a trigger entity / func_wall to not be on easy, normal and hard, will it appear on nightmare? _________________ "Roboto suggests Plasma Bazooka." |
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FrikaC Site Admin

Joined: 08 Oct 2004 Posts: 947
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Posted: Fri Jan 01, 2010 12:14 am Post subject: |
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Yes the exclusions are handled engine side. ('Hardcoded' is such a funny word in a open source engine). Nightmare uses the "hard" bitflag for spawn exclusion. |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Fri Jan 01, 2010 12:34 am Post subject: |
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FrikaC wrote: | Yes the exclusions are handled engine side. ('Hardcoded' is such a funny word in a open source engine). Nightmare uses the "hard" bitflag for spawn exclusion. |
Ah, cool then that just means I have to configure quake.fgd to actually use the "not on X" flags.
Hardcoded in this case is slightly lame, but I'll work around it.
Thanks for the reply and have a good New Years Eve / Day Frik!  _________________ "Roboto suggests Plasma Bazooka." |
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