Hm
#233 posted by necros on 2011/03/13 21:55:00
you're doing something wrong then. maybe your info_notnull has brushes?
bmodels have origin of '0 0 0' at map start.
the code can't ignore the origin as it's explicitly used when spawning the missile with this line:
org = self.origin + p_x*v_forward + p_y*v_right + p_z*'0 0 1';
#234 posted by necros on 2011/03/13 21:57:39
does "ShalMissile" work? it's homing, but a lot less damage.
Aha!
#235 posted by Mike Woodham on 2011/03/13 22:30:36
So this is one of those pointsize entities eh?
I have just checked the Entity.qc file and for some reason both 'notnulls' are wrong:-
/*QUAKED info_notnull (0 0.5 0) ?
/*QUAKED info_notnull2 (0 0.5 0) ?
should be:-
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
/*QUAKED info_notnull2 (0 0.5 0) (-4 -4 -4) (4 4 4)
Just shows how often I use the info_notnull tricks.
Thanks, I'll look at this a bit more know.
#236 posted by necros on 2011/03/14 04:08:17
there are times when the info_notnull requires a brush to work. maybe you changed it to do one trick?
#237 posted by Mike Woodham on 2011/03/14 17:01:24
Yes, possibly. Fourteen years of intermittent mapping... oh my word, is it really that long?
Necros
#238 posted by Mike Woodham on 2011/03/16 14:07:35
You were right. I used it as a special trigger where it was in a frequently used cross roads but must not be activated as a trigger until certain other events had taken place, hence the need for a brush.
It pays to keep notes even if they take days to sort through!
Necros
#239 posted by Mike Woodham on 2011/03/20 21:39:50
I have tidied up the ents.qc so everything is now as it should be within the editor: info_notnull is the point-size entity and info_notnull2 is the brush-size one.
I have also been playing with several 'missiles' and seem to have two distinct scenarios. The boss_missile works as you would expect with the player being bombarded with the lava balls. However, ShalMissile and LaunchLaser both go from the not_null origin to 0 0 0.
What is it that allows the boss_missile do do what we want but stops the other two from doing it. It seems as though boss_missile has the player as its 'enemy' all the time as it reacts as the player moves but the others are fixed. Is this something to do with what the 'activator' is? Are we able to do anything about this from the editor?
Incidentally, the LaunchLaser gives a great effect even like this - if you have the not_null close to 0 0 0 and operate the entity via a trigger_multiple, you have a build-up of an intense orange yellow glow that fades in to maximum and then fades out to nothing when you move out of the trigger's area. Looks neat and I am sure it could be used somehow.
#240 posted by necros on 2011/03/20 23:04:46
LaunchLaser will not work because it requires data to be sent to the function:
LaunchLaser(vector org, vector vec);
so you'd need to send 'org' as the point to spawn the laser at and 'vec' as the direction you want it to fly to, which is why it doesn't work.
ShalMissile SHOULD work.
in the function, the line:
missile.origin = self.origin + '0 0 10';
while incorrect from a qc standpoint, should still work. (or maybe you don't need setorigin when you're spawning an entity in the same frame??).
are you sure use used a point entity when you tried ShalMissile?
#241 posted by necros on 2011/03/20 23:06:21
in case it's not clear, there's no way to send the required data to LaunchLaser.
when you run a function via 'think' or 'use' it's the equivalent of just typing LaunchLaser(); in code, so while it works, it sends, the engine fills in the missing variables with 0. (or '0 0 0' in the case of vectors, 'world' in the case of entity and so on).
Ice
#242 posted by negke on 2011/03/21 16:40:50
Not really a sophisticated hack, but a nice little trick I just came across in an old map.
It's possible to simulate a crude ice sliding effect by putting a flat shootable trigger_multiple with a high wait value on the floor (possibly target it on mapstart to avoid the bleeding) - basically the old invisible wall trick. The player will slide over it like he does when landing on top of a monster; he can change the direction but he won't come to a stop until he reaches solid ground.
There probably aren't many situations where this might come in handy, except maybe in winter-themed maps or for certain traps.
So...
#243 posted by - on 2011/03/22 03:58:45
on the idea of the killable cthon frikac made long ago, is it possible to make, for instance, an enforcer that shoots player rockets? and if not an enforcer or other monster, perhaps a monster that appears like the player model?
#244 posted by jt_ on 2011/03/22 04:32:56
Couldn't you change the skin on the grunt? I thought it had more than one skin, the other being the players. I'm not 100% sure on that though.
Didnt A Negke Map
#245 posted by nitin on 2011/03/22 04:59:01
have monsters shooting non-standard missiles?
#246 posted by necros on 2011/03/22 07:25:33
scampie: yeah, you basically build a monster out of an info_notnull, filling in th_missile and such with whatever attack function you'd like.
as nitin said, neg's map lower forecourt has things like lightning dogs.
jt: nope, only one skin on grunts.
Necros
#247 posted by - on 2011/03/22 07:32:38
thanks for confirming
Monsters With Different Attacks
#248 posted by negke on 2011/03/22 08:34:11
Yes, it's possible but it's really an ugly hack. One has to keep in mind that the qc monster functions are tied to the animations in the mdl, so creating custom monsters will result in "invalid frame #" warnings and, more importantly, the attacks won't be animated.
In Particular
#249 posted by Lardarse on 2011/03/22 10:16:51
Not having any animation for the attack essentially means no warning before the attack happens, which is unfair to the player.
6 Frames Or So
#250 posted by ijed on 2011/03/22 11:55:01
Isn't any warning anyway. It just doesn't look very good.
#251 posted by Spirit on 2011/03/22 12:43:59
It is also more of a gimmick, I prefer the stock monster.
Spirit
#252 posted by - on 2011/03/22 20:05:49
I'm going to release a map entitled 'Made by Spirit' and it will be nothing but spawn that shoot shambler lightning in a tiny box.
Would it be possible, using info_notnull, to create a zombie that doesn't attack the player but just wanders around? :E
I'm assuming not because it'll just try to call an attack function and crash when it doesn't find it but asking anyway :p
?
"th_missile" "plat_hit_bottom"
"noise1" "zombie/z_idle.wav"
No, That's Not Possible.
#255 posted by necros on 2011/08/03 00:43:30
in order to wander around, you need ai_walk (part of the th_walk sequence), unfortunately, ai_walk calls the function that searches for clients which would lead it to wake up and eventually attack you.
Oh
#256 posted by necros on 2011/08/03 00:44:42
well, just thought of this, but if you made the zombie mad at some monster it couldn't reach, it would just wander around and not attack you (unless you fired at it).
the qc hack to do that is a little annoying though as it relies on edict numbers that change when you're making a map.
To Elaborate On That
#257 posted by Preach on 2011/08/10 17:46:07
(I know this is a huge bump, I've been 10 days without internet...)
You could even get the zombie to walk in a path by
1) Making it mad at a func_plat instead of a monster
2) Giving that func_plat a health value so that the zombie stays mad at it
Keeping the platform out of sight is important so that the zombie doesn't try to attack it. Giving it a health value isn't too dangerous as long as you leave .takedamage set to 0 (TAKEDAMAGE_NO).
As necros mentions though, the hack to do this relies on entity numbers which means it lacks and resilience if the position of the relevant entities in the entity list changes for any reason (updated map, change in entity counts over skill levels, different mod).
The best mitigation is to ensure all of the entities involved in the hack are the first things loaded from the map - which usually means they should be the first ones added to the map in the editor. If it's too late for that you may want to edit the entity file by hand to achieve this.
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