News | Forum | People | FAQ | Links | Search | Register | Log in
Coding Help
This is a counterpart to the "Mapping Help" thread. If you need help with QuakeC coding, or questions about how to do some engine modification, this is the place for you! We've got a few coders here on the forum and hopefully someone knows the answer.
First | Previous | Next | Last
Append 
that's to say, the tutorial explains how to get collision on your rotaters. it's kind of wierd and annoying. 
Thanks 
necros, the turning goes al right.
it is just that funny behaviour that when I play the map falendoor of custents I can stand on the func_train and I rotate in eyesight.

when I transponse the map coordinates of that func_rotate_train to my own the train isn't solid anymore. (?!) 
Oops 
forgot to include func_movewall. Now it's solid.

There's an odd point where the func_rotate suddenly behaves like a counter-turn in the opposite. Can't fly the thing without Doom patents. 
Just 
To throw a spanner in the works -

Would it be possible to have the plane as a model, with all it's takeoff animation (turning etc.) done in Qme?

Or would the size of the animation break the model - look in the wrong direction and the game assumes you can't see it because it's in a different visleaf. 
There's Something Worse That What You Mentioned 
about doing it that way.

the way that vertex coordinate info is stored is completely relative.

this means that no matter how big or small your model is, the only thing important is how far from the origin all the vertices are.

this has an impact on the resolution of the model.

in quake, you could make a miniscule model of a bolt and it'll look completely fine.

but if you made a huge wall with the same bolt in the middle, the bolt would be messed up.

this is because the huge wall caused the scale of the vertex 'snap' to be larger.

if you made a plane model that was fully animated to fly around in, say an area of 1024x1024, your plane's vertices would probably be so low resolution as to not even be able to make out what it was.

as an example, look at the amount of vertex dancing on the vermis model. compare it to something like the fish model (which hardly moves) to get a good idea of how it impacts vertex position. 
Another Way To Look At It. 
imagine that a vertex in a model can only be on a grid of 256x256 units. it can rest on any even number from 0 to 255.

but that this grid can be stretched in all directions.


so if your model was 1024 units tall, it's vertices could, internally, only snap to a 256 tall grid.
that is to say that in the game world, the model's vertices would fit on every 4 grid units, instead of every 1. 
 
Ahh right. I was going to call you out on that resolution thing but then I remembered Carmack's 256x256x256 cube compression stuff. Yes, quite the ugly issue. 
Ijed 
this is aa far as I have come with the the doombird and custents.
Coding a mechtech is somewhat harder, but would be better.

http://members.home.nl/gimli/dbird.dz 
Ha! 
That's pretty fun. The collision seems to go a bit nuts and just do its own thing, but even so.

Maybe some Qc to add grenade style smoke to the jets? 
As To The Model Thing 
So to do it with a model would require a func_modeltrain of some sort then, so it wouldn't just dissolve into a mess.

That explains why all the monsters seem to have Parkinsons in their idle animations though. 
 
The larger ones anyway. The Shambler has way more error in his verts than, say, a soldier. The rest of the jittering comes from the fact that, I believe, Quake only supports integer locations for vertices. 
I'm 
Used to engine side vertex interpolation so don't usually notice it so much, except when looking at the models in raw state, as it were. 
Swung 
custents support the func_rotation and the func_rotate_train.
I'm trying to understand these options to get a better flyer.

that strange swing don't seem related to the func triggers.
Haven't found out where it comes from.
Reason that in custents a part of the func_rotate is hided. 
Armor 
I succeeded to create a health bowl and give it a health strength , by adding a health function in the qc.

I thought giving it armor points would be that easy. But it isn't.
There are only three IT_ARMOR types.
By substituring one I get my extra powerup object of ten armor points.

But not as alike the health paks I can only take one at the time,
the rest stays non solid as if I have taken a full armor . 
To Clarify 
I want to check what you're trying to do here. You would like an item which gives a boost of, 10 points of armour to a player who picks it up. So far, you've managed to make an item which gives the player 10 points of armour if they pick one up, but then subsequent ones will only top the player back up to 10, and if they are already at 10, then it doesn't increase.

To me, that sounds exactly like what would happen if you rewrote the green armour to have 10 armour points rather that 100. Have I read your aim and current result right? 
Yes 
I trie to reproduce the armor powerup with skulls, like in Doom 
Items 
I was rewriting in the items.qc

+---------------------------------------------+
void() armor_touch =
{
local float type, value, bit;

if (other.health <= 0)
return;
if (other.classname != "player")
return;

if (self.classname == "item_armor1")
{
type = 0.3;
value = 100;
bit = IT_ARMOR1;
}
if (self.classname == "item_armor2")
{
type = 0.6;
value = 150;
bit = IT_ARMOR2;
}
if (self.classname == "item_armorInv")
{
type = 0.8;
value = 200;
bit = IT_ARMOR3;
}
if (self.classname == "item_skull")
{
type = 0.1;
value = 10;
bit = IT_ARMOR1;
}

if (other.armortype*other.armorvalue >= type*value)
return;
+-------------------------------------------+

};
void() item_skull =
{
self.touch = armor_touch;
precache_model ("maps/skull.bsp");
setmodel (self, "maps/skull.bsp");
self.skin = 0;
setsize (self, '-16 -16 0', '16 16 56');
StartItem ();
};

+---------------------------------------------+ 
It's The Last 2 Lines 
they skip the pickup entirely if the armor you're touching is weaker than what you have. you need to add a special exception there for skulls that add 10 armor and keep the preexisting armortype. 
Additionally 
You should check for the player having no armor, and if this is the case, set their armortype to green (0.3 and IT_ARMOR1)

You may also want to set a limit for both health and armor shards. Probably at 250 or soemthing like that. I don;t know if the 3 numbers at the bottom are limited to 8 bits, but even if they're not, you might want to not let them get out of hand... 
Addition 
There's another problem with this code, which is the way armour and health packs differ in increasing stats. A health pack adds on a certain amount of health to the amount you started with. Armour always sets the value to the same amount, regardless of how much you had, it's not adding anything on. Code like "add on 150 points to his armour, but then if the total is more than 150, cap it there" would be redundant.

So you're going to have to write something more complicated. 
This 
http://qexpo.tastyspleen.net/booth.php?id=131&page=273

Might help some, it's Dr Shadowborg's revised health system tutorial. 
Thanks For Your Explain 
I'm no coder, so the fact I get any outcome is a wonder to me.
With health it was easy, adding a new b_model with args and the code run.

With this armor code I can let the strength deplenish untill it reaches under 10 before it powers up.
But I can change to any value, only 10 counts.

Eventually I can understand the options you mention,
but I miss the ability to write them down. 
Adding New Weapons 
hey, was wanting to know if you guys knew of a good and easily understood tutorial for adding a new weapon, that also shows me how to add it to where its usable when added to a FGD "not just when you have a shot gun and enough ammo -.-) 
Ok, More Detailed Explanation 
I think the best way to do it would be to write an entirely separate touch function for your new item. It needs to:

* Do the usual checks that the other entity is a player who is not dead.
* Deal with the 4 cases: player has red/yellow/green/no armour.
* Add the correct amount to the armour total.

I'd do something like this:

void() armorboost_touch =
{
local float maxarmor;

if (other.health <= 0)
return;
if (other.classname != "player")
return;
//usual checks

if(other.items & IT_ARMOR3)
//Player has red armor
maxarmor = 200;

else if (other.items & IT_ARMOR2)
//Yellow
maxarmor = 150;

else
//deal with green and none at same time
{
other.armortype = 0.3;
other.items = other.items | IT_ARMOR1;
maxarmor = 100;
}

other.armorvalue = other.armorvalue + 10;
//add it on
if(other.armorvalue > maxarmor)
//if we're over max
other.armorvalue = maxarmor;
//set to max

self.solid = SOLID_NOT;
self.model = string_null;
if (deathmatch == 1)
self.nextthink = time + 20;
self.think = SUB_regen;
sprint(other, "You got armor\n");

sound(other, CHAN_ITEM, "items/armor1.wav", 1, ATTN_NORM);
stuffcmd (other, "bf\n");

activator = other;
SUB_UseTargets();
//fire all targets/killtargets
};

I've not tested it in game, but it should work well enough. Remember to change the line in item_skull to
self.touch = armorboost_touch; 
Hey 
that's another qup of tea Preach.

I already reminded myself to be glad with a strike of luck and leave it that way.
And yes indeed, the powerups go clearly from 0 to 100. Never thought it was possible.

Thanks! 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.