Author Topic: Feature: Laser entities (re-implement)  (Read 5081 times)

sk89q

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Feature: Laser entities (re-implement)
« on: January 06, 2008, 12:37:40 PM »
Laser entities

cusoman

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Re: Feature: Laser entities (re-implement)
« Reply #1 on: January 06, 2008, 12:38:41 PM »
And May I ask what a laser entity is?
-Cusoman

sk89q

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Re: Feature: Laser entities (re-implement)
« Reply #2 on: January 06, 2008, 12:39:57 PM »
Something from the original QII game:
http://www.gamedesign.net/node/32#target_laser

cusoman

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Re: Feature: Laser entities (re-implement)
« Reply #3 on: January 06, 2008, 12:42:56 PM »
Thankyou for the link, I agree, it needs to be re-implemented for graphical improvements.
-Cusoman

jitspoe

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Re: Feature: Laser entities (re-implement)
« Reply #4 on: January 06, 2008, 09:51:56 PM »
This is really pointless, to be honest.  You can accomplish the same thing with a translucent mist brush, and it's more flexible and looks better, too.

http://dplogin.com/dplogin/featurevote/feature.php?id=10047

webhead

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Re: Feature: Laser entities (re-implement)
« Reply #5 on: February 04, 2008, 11:01:14 PM »
This is really pointless, to be honest.  You can accomplish the same thing with a translucent mist brush, and it's more flexible and looks better, too.
sk89q: your opinion on this?

dnadna

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Re: Feature: Laser entities (re-implement)
« Reply #6 on: August 06, 2008, 09:04:01 AM »
This is really pointless, to be honest.  You can accomplish the same thing with a translucent mist brush, and it's more flexible and looks better, too.

http://dplogin.com/dplogin/featurevote/feature.php?id=10047

Pointless?!?  it looks way better then the mist!!
negitives of the mist:
-square (i know u can change it to another shape but it takes up memory)
-doesn't emit light
-u cann't make the mist move around and point at other things
-u can't make it turn on and off easily
-cant cause damage
-doesn't look cool or as relistic!
-cant use the mist with MY laser ideas :P

so i agree we should put back the laser entitie! ill be happy if we do :D

KnacK

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Re: Feature: Laser entities (re-implement)
« Reply #7 on: August 06, 2008, 09:12:12 AM »
There are WAY more important things to consider than this right now, even though func_explosion would be cool to put back in as well.

jitspoe

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Re: Feature: Laser entities (re-implement)
« Reply #8 on: August 06, 2008, 10:28:42 AM »
dnadna: Have you ever seen the quake2 lasers?  They aren't that impressive or realistic.  You can make something that look much better with some basic brushwork, and better yet with some rscripts.  You can also use trigger_hurt for damage.

Edit: Best picture I could find of it: http://kots2000.planetquake.gamespy.com/images/quake39.jpg - it's just a simple cylinder (8-sided or less) with a solid color and transparency.

sk89q

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Re: Feature: Laser entities (re-implement)
« Reply #9 on: August 06, 2008, 01:20:00 PM »
But you can't animate them with func_train =(

Not that I care, really. It'd just be a useless cool thing.

KnacK

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Re: Feature: Laser entities (re-implement)
« Reply #10 on: August 06, 2008, 02:10:56 PM »
Now a useful cool thing would be a grapple....

dnadna

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Re: Feature: Laser entities (re-implement)
« Reply #11 on: August 06, 2008, 02:23:35 PM »
dnadna: Have you ever seen the quake2 lasers?  They aren't that impressive or realistic.  You can make something that look much better with some basic brushwork, and better yet with some rscripts.  You can also use trigger_hurt for damage.

Edit: Best picture I could find of it: http://kots2000.planetquake.gamespy.com/images/quake39.jpg - it's just a simple cylinder (8-sided or less) with a solid color and transparency.

still doesnt emit light and wat if i wanted to make a laser gate? when its on ppl who try to pass die and when it off ppl can pass through.  if i use a trigger hurt it hurts them even then the mist is gone. and func_explosive pretty cool

Eiii

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Re: Feature: Laser entities (re-implement)
« Reply #12 on: August 06, 2008, 03:29:05 PM »
still doesnt emit light and wat if i wanted to make a laser gate? when its on ppl who try to pass die and when it off ppl can pass through.  if i use a trigger hurt it hurts them even then the mist is gone.

That can be accomplished pretty easily through basic trigger use.

ViciouZ

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Re: Feature: Laser entities (re-implement)
« Reply #13 on: August 06, 2008, 03:48:45 PM »
And for the light... give it the 'light' flag? Might not work well with the triggered gates though.