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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.
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I don't want to clog this thread with my questions so I gave my email. 
Use Notepad++ 
It has a search in folders option to let you find every instance of .items2

.items2 was derived from the rogue mission pack since .items ran out of bits. 
So in which file can I find a way to derive?

Do I just add

.float items2 in defs.qc?

Then how do I add stuff to it? 
Treat It The Same As Self.items 
Ya just add it to defs.qc or anywhere in the compile order before you use it.

Add in any IT2_JAZZYSTUFFBITS = 1, 2, 4, 8, 16, etc flags. The only really tricky bit is in situations like weapons where you need to know when to check .items and when to check .items2 or you'll be able to switch to weapons you don't have, or accidentally give yourself quad or something. 
Can Teleportation To A Random Destination Be Done In Qc? 
if a trigger_teleport has multiple destinations with the matching targetname, it will always pick what I assume is the the one that is loaded first in the map and therefore has the lowest index of some sort that the find function looks for. I'm not really sure how it works since find is only defined as #18 in the code. I'm not very well versed in qc or regular c for that matter. I implement stuff by deriving heavily from existing code, so I'm at a loss here.

I need a more thorough find function that takes an additional index parameter that returns the first entity whose targetname and index match the given arguments. Then I would only need access to the amount of entities with that targetname and could generate a random number between 0 and that amount to use as the index argument.

I assume the reason find isn't defined in qc is that the the finding process can only be done by the engine, which would be a death sentence for my mod. I stand even less of a chance of understanding complex engine code than qc, and even if I did manage it the mod would be dependent on my custom engine branch which would make it an even harder sell to potential players.

I'm pretty much ready to throw in the towel, but I figured I'd try consulting the mighty code wizards first. Is there a way you could see making random teleportation work without engine modifications? 
 
just call find in a loop with the first arg set to the previous call's return value, until it returns world.
you then know how many matches there are, and you can pick a random index and select that destination with a second find loop.
no engine changes necessary. 
Thanks Spike 
works like a charm 
Alternative 
Here's a sneaky way to randomly select while only looping through the list once

https://tomeofpreach.wordpress.com/2013/10/19/random-entities-find/ 
Post 2513 
If my memory serves me well,
Custents has a random teleport code.
Or was it nsoe_devkit? 
It's Getting Annoying 
I keep getting this error
Warning Q208:progs CRC not recognised from quake or clones.
This always happens.
If I make a new weapon to add to RRP?
Happens.
Copy the fx_beam and telefrag?
Happens.
Part of my code is copied and modified from RRP,Custents and some other sources.

Today I had to reset all my code because of their error.I call it an error because it compiles,but you can't run the game.


How does this warning happen and why?
How should I fix it? 
 
Warning Q208:progs CRC not recognised from quake or clones.
This can be translated to:
Don't fuck with the initial part of defs.qc

NEVER change 'ANYTHING' before the 'end_sys_fields' line of defs.qc or you get that warning.

(actually, you can change comments, add some preprocessor (like #pragma warning error Q208 etc), etc, but if any of the basic types or names changes, or any symbols are added or removed, then you will have problems as the interface between the engine and progs will end up incompatible.)

(one option is to just include [fte|qs]extensions.qc (not dp's though) before your defs.qc, as it includes systemdefs appropriate to its configured target. you'll also get extension builtins defined for you.) 
Or Use A Separate Defscustom.qc For Your Mod Variables. 
 
Thanks 
Thanks Qmaster and Spike.
I'm using a custom Def's.qc called astaf.qc,which was the name of my cancelled Half Life mod. 
Sorry For Double Post 
How do I use the Gyro library?
I've added it to my mod,but it's a little confusing.
I think I'm going too fast,this is my first mod after all. 
Sorry For Double Post 
How do I use the Gyro library?
I've added it to my mod,but it's a little confusing.
I think I'm going too fast,this is my first mod after all. 
Sorry For Double Post 
How do I use the Gyro library?
I've added it to my mod,but it's a little confusing.
I think I'm going too fast,this is my first mod after all. 
It's Been A While 
I haven't messed with Gyro in ages, but you might be able to take a look at how things were done using it in the SMC (Small Mod Compilation) created by sevin: http://quakeone.com/forum/quake-mod-releases/finished-works/6241-small-mod-compilatio

I'm stuck in an airport for a few hours so maybe I can poke around and let you know what I find. 
.. 
bumpity bump bump 
I Haven't Found A Working Link For Gyro Yet So... 
 
..a Mammuth Sized Shambler ! Headed To Preach..but Not Only 
Hi.. is it possible to create a huge Shambler (10 times the player size) ? What about bouncing-box issues ?
What qc changes needed ?
My map is called "Hunt 4 The Great White" 
Komagama Muth 
Here's one. I made it eight times as big as the original.
Bouncing box extends automaticly.
If you use it without changes it flashes from its heels, and can only be hit when you hit it in its foot.

Just for try out, replace it in your progs with the original one and give it enough space.
The best way to make it addepted is by mulyiplying all counts of walk and run with 8. Also the magic lightning will need that number.

I included a mdl and a probable qc, no idea what will happen.
Didn't test the beast. 
Some Adds 
I made a quick try and it seems to work, unless...,
you delete the original shambler out of your qc as all names are the same.
If you need small shamblers too, then give all related names for shambler in the new qc file another name, ie mamuth.

The bouncing box doesn't fit, it's way too small. Although I altered them too. Also the lightning emerges so high its inside its corps. So some alterations are needed here.

I was afraid the skin would look horrible, but that isn't the case.
I just can't escape from it as it moves that incredible fast. 
Bouncing Box? 
Is that what we are calling the bullet interactable box now to distinguish from the physical box?

BounDing box max is hull 2 size of 64x64x80. However, setting the size of a monster to something larger in qc allows bullets to hit it at the larger size even though its physical size is the same. E.g. It could still fit in 81 unit high spaces however, and have its model sticking through the ceiling. 
Oh Thanks To All.. Another (fancy) Question 
supposing I make a total conversion eligible for sale commercially.. what exactly is gpl ?

-I've read that qc code(progs.dat)also is an "asset" because is read by engine as data ?!
Then should I rewrite it all from scratch ?

-And what about the .exe's(glquake.exe,winquake.exe,darkplaces.exe,fitzquake.exe) since are not included in id released source code ! 
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