Lazarus Posted Thursday at 03:46 PM Posted Thursday at 03:46 PM i am stuck actually on this, cause sometimes it works, sometimes it doesnt. do effect require an info null, not null? standard its treated as face up if no target is set, i got it now to an info_null, since i have effects that work with info_nulls. (the env/tar_beam actually is one for example that works fine with a info_null). Can anyone shed some light on this? Never mind, i am an idiot. Target position or info_notnull do work. Not sure why the info_null worked on my earlier .. anyway, thank you richdiesals ... (ouch, i should know after 21 years of mapping so far) https://jkhub.org/mapping/richdiesal/Entities220_Lesson_2_SpecialFX_files/en220lsn2.htm Circa likes this
mrwonko Posted Monday at 08:37 AM Posted Monday at 08:37 AM info_null is only visible to the compiler q3map2, which removes it so the game never sees it. It thus does not count towards the in-game entity count, but cannot be used by the game, either. It's useful for things like defining the direction of a spotlight, which is calculated by the compiler. In theory, the compiler could do something similar for fx_runner, because its direction can also be defined using the "angles" property, which q3map2 could theoretically derive from its target. In practice, it's the game that derives the angles from the target, so you need to use an entity that is not stripped out during compilation, like info_notnull or target_position. Or you can create a patch for q3map2 that enables it to target info_notnull.
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