Omus
#126 posted by frag.machine on 2007/02/19 16:43:23
[quote]
If you have new skins you to include external files for the custom model right? In that case you might as well create a custom progs and run it as a mod.
[/quote]
Yeah, but the thread theme is about making new stuff without new progs.dat, so I believe it's still on-topic :).
Player Weapon Damage
#127 posted by ijed on 2007/02/28 22:17:58
Can I increase it with superdamagefinished as for monsters? If so how - because it'll need to be set for coop as well. I'm guessing this will be more difficult than a standard monster hack . . .
The idea is to boost the players close combat attack to make it a viable alternative to the SSG and not just the SG. And make it a choice against tougher creatures, since I've omitted knights from my pack.
I reckon about the same damage as a rocket, so two hits would kill and ogre, four a shalrath - though I'd have to playtest alot so as not to unbalence the game.
Not Without Modifying The QC
#128 posted by Lardarse on 2007/03/03 04:11:31
Also, quad wwould affect all weapons, not just the axe.
Ah Well
#129 posted by ijed on 2007/03/03 23:32:05
It was just a thought, maybe for the next time. It�d also affect alot of things, eg. it�d be easy to lose ammo backpack pickups by gibbing too many monsters.
Question
#130 posted by mechtech on 2007/04/09 04:22:58
Any way to use stuffcmd in a map ent??
Mechtech
#131 posted by JPL on 2007/04/09 08:09:50
it is possible in Quoth Pack. Just use info_command or trigger_command, and and your command in the message field. Maybe you should ask Kell or necros for further details.
Which Brings Me
#132 posted by aguirRe on 2007/04/09 11:18:11
to a bug in info_command in Quoth; there should always be a newline "\n" at the end of the string, otherwise the engine might not execute the command properly.
The Quoth doc doesn't include this information.
Bprint?
#133 posted by gulliver on 2007/06/18 23:21:44
I want to do a coop map. It would be nice if there was a way to broadcast a message to all players (like "the gate is open"). The closest thing I could find is ClientDisconnect(), but that still bprints "left the game." after the message that I put in .netname. Is there some way to hide that 2nd message? I tried flooding it off the screen but it didn't work. It just moves my message up on the console.
Sorry. I Meant ClientConnect()
#134 posted by gulliver on 2007/06/19 00:30:17
#135 posted by Lardarse on 2007/06/19 02:52:37
sprint() ?
#136 posted by Lardarse on 2007/06/19 02:53:10
Umm... bprint(), sorry
Not Sure What You're Asking, Lardarse
#137 posted by gulliver on 2007/06/19 07:09:21
Bprint is broadcast print, no?
Not An Easy One
#138 posted by Preach on 2007/06/19 09:22:22
I don't know that this one is possible. What you'd really want is a function that has the .netname bit printed *after* the rest of the text, so then you can newline all the previous lines away. However, assuming there are none in the monster files, the only such examples are in the clientobituaries, and only in the messages for client vs client deaths(for example: telefragging). So I don't think there's a way to hack those in.
Thanks, Preach
#139 posted by gulliver on 2007/06/20 00:56:06
That's about what I figured. Just wanted to check with an expert.
Progref
#140 posted by mechtech on 2008/02/09 16:58:25
Map is a group of some of the tricks found here and other places. I use it as a way to remember those info_notnull tricks. Please give it a look
and email if I missed something good.
http://www.mediamax.com/mechtech1001/Hosted/maps/progref.rar
Sounds Cool - Will Check Out L8R
#141 posted by RickyT33 on 2008/02/09 17:48:37
:D
Mechtech
#142 posted by madfox on 2008/02/09 22:46:18
Maybe it is my winrar, but I get a corrupted file.
Zip Format
#143 posted by mechtech on 2008/02/10 18:10:42
Mechtech
#144 posted by gb on 2008/02/10 23:16:27
That download seems unbelievably slow, can you put it on shub-hub or something? It stalls at 1% here repeatedly.
Last Try
#145 posted by mechtech on 2008/02/11 01:51:27
Thats Mad!!
#146 posted by RickyT33 on 2008/02/11 16:07:40
I dont know how usefull it will be, the toggleble trigger_multiple could be a usefull reference. Also the pentegram of lightning - I had a look at the map file in notepad, and it didnt really make sense to me how you managed to get all of the correct angles for each lightning bolt, but I'll have a look at it later again!!
Cheers
Mechtech
#147 posted by gb on 2008/02/11 23:56:43
Good idea. Comments:
- can you make all doors wait -1 or remove them?
- can you use a uniform texture theme?
- func_train message is misplaced
- could you make the messages more descriptive?
- perhaps use floor switches, those posts are a bit in the way.
- perhaps add breakables?
- add Than's moving floor gun turrets?
- add glass?
- make trigger_multiple and triggered lights more obvious?
- add monsters dropping guns, or alternate ammo
Quoth demystifies many of those things, luckily, like respawning items, custom traps, and hordespawn. Plus more nice things. No moving water or statues though.
Fiends And Low Ceilings
#148 posted by Lardarse on 2008/02/27 21:00:33
I've just thought of a trick that might not work, as I haven't been able to test it. It also requires Quake 1.07 (I think all custom engines these days are derived from 1.08)
If you set the "gravity" field on an entity, the effects of gravity on it change. 1 means normal, 2 means doubled, etc... 0 is taken to mean 1, otherwise everything would not be affected by gravity by default.
So what can be done with this? Well, in theory, any monster that jumps can be made to jump further (or not as far). Unless you're using trigger_monsterjump, which is configureable by the mapper already, then the use is really limited to fiends. Giving them a gravity setting of about 1.2 may help to make them more effective in indoor areas, by making them hit the ceiling less.
I'd be interested to know if this actually works...
Semi-random Monster Placement
#149 posted by Lardarse on 2008/03/26 04:16:38
You can set multiple teleport triggers on each monster entity, and randomize by using Fitzgibbon's patented shooter trigger randomizer, or make the teleporters trigger at different locations depending upon the route the player decides to take. (HeadThump replying to Ankh in another thread)
Can anyone explain this one for me?
Hey Lardarse
#150 posted by HeadThump on 2008/03/26 04:38:14
Give me a few minutes and I'll construct a simple map that illustrates
the second method, the first method with the logic gates is a bit more complicated and I wanted to make a fairly playable map to illustrate it.
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