#169 posted by Omus on 2008/09/11 00:48:30
You obviously tried swapping the sounds around from that same solution?
Umm...
#170 posted by Lardarse on 2008/09/11 05:35:05
Let's just blame that one on lack of sleep, shall we?
Turning On Ambient Sounds
#171 posted by negke on 2008/09/11 09:19:18
Works with the standard sound hack.
A trigger with "use" "train_wait" and "noise" "ambience/drone6.wav". It will start looping the sound after being fired (the sound has to be precached). Afaik, turning it off again is not possible, though.
Don't Forget
#172 posted by necros on 2008/09/11 09:24:09
once the player moves out of range of the new sound, it will no longer be looping if the player goes back into range.
it's unfortunate, but afaik, there is no way to have a true ambient sound be customizable. it can only be hard-coded. :(
Hmm...
#173 posted by Lardarse on 2008/09/11 18:13:55
Surely you can use trigger_relays to force the ambient to start every 5 seconds (or at some multiple of it's length). Sounds a little bad if you hear it suddenly start, but it will keep it playing...
But...
#174 posted by metlslime on 2008/09/11 20:56:02
you get clipping artifacts when the sound restarts, since even if you made the sound loop perfectly, quakec is not going to reliably time the cut at exactly 5000ms or whatever.
Necros
#175 posted by negke on 2008/09/12 10:29:06
It does keep looping infinitely regardless of where the player goes.
Preach
#176 posted by negke on 2009/02/11 16:46:45
#16 - How does that work exactly; could you post an example entity? Is it also possible to override a monsters existing th_missle function, e.g. to let scrags shoot voreballs and hellknights shoot Chthon etc?
No
#177 posted by necros on 2009/02/11 19:12:10
because the th_ functions are set in the monster spawn functions. you'd have to 'build' the monster you want from scratch and then modify from there.
#178 posted by Spirit on 2009/02/14 12:09:25
"build" in quakec or in a .map hack?
Is It
similar to how does one build a killable Chthon with info_notnull hackery?
http://forums.inside3d.com/viewtopic.php?t=475
Spirit
#180 posted by necros on 2009/02/14 19:29:29
i was referring to the post a little while ago about building a monster with an info_notnull
Megahealth - More Than A Short-lived Pleasure
#181 posted by negke on 2009/06/14 17:11:40
As we all know, having large amounts of health can never be wrong, but unfortunately the Megahealth item doesn't like us to be enjoy our surplus very long. Time to change it:
"classname" "info_notnull"
"origin" "# # #"
"think" "PlaceItem"
"nextthink" "0.2"
"touch" "health_touch"
"healtype" "2"
"healamount" "100" // up to 250
"maxs" "32 32 56"
"model" "maps/b_bh100.bsp"
"modelindex" "#"
"noise" "items/r_item2.wav"
"targetname" "mh"
"killtarget" "mh"
"delay" "0.1"
Now, what's so special about this? The killtarget actually prevents the item from rotting down to 100 like normal Megahealth packs do. This way, nothing will be wasted if one doesn't engage in battle immediately.
You could also do this at map start, for example, by creating an info_notnull brush entity with the same fields except "maxs", "model" and "modelindex", and changing "think" to "InitTrigger"
Doom-style Backpack Full Of Ammo
#182 posted by negke on 2009/06/14 17:26:43
A neater way (for some situations, e.g. secrets) of using the BackpackTouch hack mentioned earlier in this thread:
"classname" "info_notnull"
"origin" "# # #"
"think" "PlaceItem"
"nextthink" "0.2"
"touch" "BackpackTouch"
"model" "progs/backpack.mdl"
"modelindex" "#"
"ammo_shells" "20"
"ammo_nails" "50"
"ammo_rockets" "10"
"ammo_cells" "25"
This will create a backpack that looks and behaves exactly like those the monsters (or players in DM) drop. Of course you can also put some weapons in, with "items" "#" and "netname" "Weapon name". Just don't squish the sandwiches, though.
#183 posted by JneeraZ on 2009/06/14 18:44:18
Ooh, love the backpack idea! Neat stuff, negke!
Neg
#184 posted by necros on 2009/06/14 21:42:30
couldn't you just killtarget/target a regular MH pack? why does it have to be a notnull for the trick to work?
Necros
#185 posted by negke on 2009/06/14 22:30:05
Indeed you could.
The info_notnull just lets you set custom heal values.
Negke
#186 posted by Lardarse on 2009/06/16 12:09:12
For reasons that you will probably not understand even when explained to you, you should make the nextthinks in the above two hacks 1.2 and not 0.2
Well, Try It Anyway
#187 posted by negke on 2009/06/16 13:01:18
I thought items are spawned/drop after 0.2 seconds. I've never encountered problems with this value anyway.
#188 posted by JneeraZ on 2009/06/16 13:11:38
I thought it was 0.1 so, yeah, this should work...
0.2 After The Spawning Frame
#189 posted by Lardarse on 2009/06/16 17:46:55
But time starts at 1, not 0
Scripting Languages Besides QuakeC
#190 posted by inertia on 2009/06/17 00:44:35
Has any work been done to incorporate, say, Lua into a progs?
The Horror, The Horror
#191 posted by ijed on 2009/06/17 18:43:35
I wouldn't recommend it.
AFAIK it wouldn't be difficult, but Lua gets messy over time and, to me at least, is harder to debug than qc.
Other Langs In Quake
#192 posted by inertia on 2009/06/18 06:16:59
The reason I ask is because I love programming in highly-expressive languages, specifically Scheme and Haskell. I know Lua isn't "all that", but something nicer than QC would make me happy. After all it's a hobby, and hobbies should be f.u.n.!
#193 posted by starbuck on 2009/06/18 15:02:56
Haskell is pretty fun. Studied it in the first year of Uni up in Edinburgh. Phil Wadler, the designer of Haskell was the lecturer, and I'll never forget the first lecture, when he tore off the shirt he was wearing to reveal a t-shirt with a giant lambda symbol on it.
He also shouted LAAAMBAAAA!!!. Dude really loved lambda calculus. Think I laughed at that for a solid week. For reference he also looks like this:
http://homepages.inf.ed.ac.uk/wadler/Pics/philtiebig.jpg
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