[ Platforms | Path_Corner | Doors | Secret Doors | Func_Wall | Func_Illusionary ]
Qoole sorts the advanced entities by functional and trigger types. All functions and some triggers are created by first making a brush, then right clicking and selecting Apply Entity. The Functions are movable brushes while triggers are often for affecting gameplay. First come the functional entities. The triggers are handled in the next section, Items & Monsters.
Platforms in PracticeA rising platform is basically one or two brushes. The single brush platform is what you find in E1M1 that lifts you to the Green Armor, or in E1M5 that leads to the gold key door. As a matter of style, these platforms are used when they are up against a wall, and l33t map makers will put grooves under the main platform that run against the wall where grooves are. Look under the platforms in E1M2 or E1M5. There's two small brushes under the platform that are nested in the grooves in the wall. It's these little details that make for a cool Quake level.
Two-brush platforms have a thin stem under the main flat platform that the player stands on. You see them in DM 3, among other levels. Whatever you use, remember that every brush that should be associated with the platform has to be selected when you convert the brush into a platform.
To make the platform, create a brush with the texture of your choice. After that, select the brush right click on the brush, and select Apply Entity and the Func sub-menu. Select Platform. On the down side, once a brush is converted to a platform entity, the brush doesn't change in appearance, something I'm used to in other editors. Place the platform where you want it to be in the UP position.
Adjust the stem length to make sure your platform is visible in the lowered position. The ideal length is where, when the top brush is lowered, it rests flat on the ground. So the distance between the bottom of the stem and the floor should be the thickness of the top brush (does that make sense?)
Speed, sound, trigger, target, and targetname are all set with pulldown menus. By and large, you don't need to worry about the target and targetname, since platforms are activated when you walk over them. The only things you'll probably want to change is the sound.
path_corner is used for moving platforms and monsters. This class makes platforms and monsters move on a continuous, circular path. Monsters, of course, will break from it once they attack you. This section will cover using path_corner for both platforms and monsters. path_corner looks like this:
path_corner can be used in other innovative ways. Those pushers in Gloom Keep (E1M5) that often knock you down into the area with the fiends are just a func_train brush using two path_corners: one to push out, one to pull back in. (insert your favorite sexual reference joke here)
Moving platforms, a.k.a. trains, are the floating plates you see in the game, which frequently transport you over areas. Trains are always moving, unlike platforms, which activate when you walk on them. Moving platforms range from the simple one floating near the top of DM2 or the complex platforms in E3M4 (Satan's Dark Delight).
Using path_corner to make a floating platform/trainSimple test. Make a large room, four walls, floor and ceiling. Create a starting point that's high off the ground, so you can have fun with rising and falling stops, and a flat brush that will function as the train (ie. where your character will stand). Convert that platform brush to func_train. Then create your first path_corner right next to the starting point, so the platform will be close enough for you to get on. It can be directly lined up with, higher or lower than, or to the left or right of the first stop point. Then add three more path_corner's.
Now, make a train with target and targetname. BSP has a great shortcut for doing this. Say you want to tie a button to a lift. Select your button, then hold the Control key and click on the lift entity. BSP will automatically assign a target/targetname between the two. You can do it the slow way, too. Enter 'target' in Key and 'stop1' in Value.
Remember, the target is the next stop point. Using the hypothetical StopX, a platform with four corners would be Stop1, Stop2, Stop3, and Stop4. Stop1, ostensibly where you first get on the platform, has a target of Stop2 and a targetname of Stop1. When you get to Stop4, it's target is Stop1. This completes the circle.
Using path_corner for a walking monstersYou set up a circular path for monsters the same way you would for platforms. Just remember they can't fly, except for Scrags, so keep your stop points on an even plane.
Set the path_corners for the circle you want the monster to walk in. Remember, the monster has to hit all of the path_corner points, so don't make it impossible for the monster to get around. Place your monster near the first point, and join the two using the target and targetname. Once you get to the last corner, point it back to the first path_corner so the circle is complete.
Single brush doors open in any direction. Draw a brush, then convert it to a func_door by selecting the brush and selecting func_door in the Entities window. Doors have more spawnflags than armor, weapons, etc.
(message number 2 to Yahn: Make some room for the fields. :-))
These fields are fairly straight-forward
*The default in Quake when you approach a double door is both will open together. Using the don't link spawnflag means if you approach the door on the left, the right door won't open until you approach it. Thus far I've never see anyone use this.
Again, use the overhead view and set the angle the doors move on opening via the 360 degree switch. If you want the door to go up, use the 'Up' button, or 'Dn' to move down. To make a door stay open, set the "Delay Before Close" (in the Flags) to -1. That keeps it open permanently. A VERY nice feature of BSP is that once you set the direction, it puts an arrow pointing in the direction the door should open.
Other flags are:
A dual-brush door, one that splits in opposite directions, requires two brushes. Convert both brushes to func_door separately, then set their angles for opening in opposite directions, so they part when they open. For example, a north-facing door (in the overhead view) would open by setting the right door to open at 0 degrees and the left door at 180 degrees. (see below)
As you can see, this is how you set a key to open a door, or make it start open (it can be closed with a button). I haven't quite figured out what "Don't Link" means, but it can't be important. :-)
Secret doors follow the same paramenters as normal doors, although they use func_door_secret. It also has several unique spawnflags.
The func_wall entity is a strange entity. This entity hasn't been well defined or used much. Basically, func_wall is a brush entity that remains solid when you tie it to an entity. As an experiment, try this: create a solid wall and convert it to a func_wall. Give it a targetname of your choice. Then create a button or trigger with the target that matches the targetname.
This is important. Set the spawnflag on the trigger to "kill target".
When you activate the trigger, the wall brush you made will disappear immediately. If you don't, the wall will behave like standard wall brush. This could be good for traps where you don't want to wait for the wall to open all the way.
These are fake (illusionary) walls that look solid, but you can walk through them. In E2M1, there's a secret area near the beginning with the dog and enforcer with a 100 hp megahealth.
Illusionary walls are created the same way as any other entity. It has no spawnflags.
Portions Copyright ©1996-97 Niklata and Thomas Winzig.