Axes
#2504 posted by rj on 2018/05/03 22:49:06
I can't be sure without seeing the code but it sounds like W_FireJazzAxe isn't being called.
First step would be checking W_Attack further down in weapons.qc and checking that your (presumed) if (self.weapon == IT_JAZZAXE) clause is pointing to a different player animation function than the normal axe.
If it is, then check that the relevant function in player.qc contains W_FireJazzAxe() instead of W_FireAxe()
#2505 posted by Spike on 2018/05/03 23:16:49
add a call to error("function name here"); into both functions.
then you'll see which one is actually getting called.
it should also give you a stack trace, so you can figure out where its getting called from too.
(or if you're using fteqccgui+fteqw, you can just set a breakpoint and then step through the code.)
I Got It!
#2506 posted by Ijazz2 on 2018/05/04 12:23:09
The problem was this
void() player_jazzaxe1 = player_axe,not jazzaxe!
...
#2509 posted by Ijazz3 on 2018/05/04 19:20:28
I don't want to clog this thread with my questions so I gave my email.
Use Notepad++
#2510 posted by Qmaster on 2018/05/05 03:35:30
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.
.
#2511 posted by ijazz3 on 2018/05/05 10:27:24
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
#2512 posted by Qmaster on 2018/05/05 15:51:24
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?
#2513 posted by lokus on 2018/05/09 15:10:32
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?
#2514 posted by Spike on 2018/05/09 15:21:33
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
#2515 posted by lokus on 2018/05/09 17:49:46
works like a charm
Alternative
#2516 posted by Preach on 2018/05/10 08:53:17
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
#2517 posted by ijazz3 on 2018/05/16 13:09:55
If my memory serves me well,
Custents has a random teleport code.
Or was it nsoe_devkit?
It's Getting Annoying
#2518 posted by ijazz3 on 2018/05/16 13:13:34
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?
#2519 posted by Spike on 2018/05/16 20:42:46
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.
#2520 posted by Qmaster on 2018/05/16 21:40:09
Thanks
#2521 posted by Ijazz3 on 2018/05/17 10:39:06
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
#2522 posted by Ijazz3 on 2018/05/17 10:40:26
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
#2523 posted by Ijazz3 on 2018/05/17 10:40:27
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
#2524 posted by spy on 2018/05/17 13:51:26
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
#2525 posted by Qmaster on 2018/05/17 17:24:11
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.
..
#2526 posted by ijazz3 on 2018/05/25 10:27:51
bumpity bump bump
I Haven't Found A Working Link For Gyro Yet So...
#2527 posted by Qmaster on 2018/05/25 22:17:45
..a Mammuth Sized Shambler ! Headed To Preach..but Not Only
#2528 posted by komagama on 2018/06/09 00:49:46
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"
|