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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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Quake1_test 
On Quake Wiki I read the Trivial of the HellKnight.
The intention was to let Rangers spawn when the Hellknight is hit.

The same applies to the Axe_Ogre, which I managed to give some extra postures.
In this case, the Ogre should laugh when someone dies.
A more peculiar fact was pissing on the player's body.

If I were to start coding ... where should I start?
Something like pissing on the player would mean something to the player.qc and ai.qc.
Laughing when someone dies is a more general topic. 
Take A Leak 
PlayerDeathThink in client.qc, add a while loop that use

spot = find (world,classname,"monster_ogreaxe");
if ( spot ) {

spot.think = ai_leak1;
spot.leakentity = self;

}

Then set goalentity to the leakentity in ai_leak1 and self.enemy to self.leakentity. Do some ai_run()s inside your ai_leak1, 2, 3, etc. check for distance using vlen and start ai_leaking1 when close to player. In ai_leaking1, 2, 3 do your leak anim frames and play a sound effect maybe. 
Of Course 
You may need to add a .float to act as a bool so that you only check for axeogres in PlayerDeathThink once, something like

if(!foundleakers) {
foundkeakers = 1;
//while loop in here
}

And then in respawn() maybe add a foundleakers = 0; call. You might need to get fancy with coop though. 
I... 
...assumed the idea was that if the ogre killed the player then just that particular ogre would piss on the player, however...

Qmaster is making me think that if the player dies then all the ogres in the map would start making their way over to the player's corpse for a great big ogre gang-corpse-piss-party, and if I'm being totally honest with myself, that idea is too compelling to just pass up. 
Laughing Is A More General Topic. 
Let's assume the idea that if the ogre killed the player then all ogres would laugh.
The same a strange way when they're fighting between themselves and all start laughing when the player dies..

So these extra poses would concern the player only.

If I take PlayerDeathThink, and start adding code exact above respawn();
and under the self.button2 = 0;
the new code looks like:
self.button2 = 0;

}

spot = find (world,classname,"monster_ogreaxe");
if ( spot ) {

spot.think = ai_leak1;
spot.leakentity = self;

}

respawn();
};


client.qc:805: error: unknown value "spot".
I know I'm a geek what coding concerns,
no idea how to make a spot statement.

laughing Axe_Ogre
lapaz Axe_Ogre 
Christ On A Bike. 
 
Playing The Fiddle Onehanded 
 
 
Make some minor changes to the micturating ogre model to give it a more ejaculatory flavour, and boom - cool new projectile attack. 
 
local .entity spot; 
That Was A Bit Disturbing Actually 
 
 
The way the ogre's balls rhythmically scrunch up on each cycle suggests we're getting something a little bit extra, not just urine. 
Make It Happen Madfox 
 
I Regret Having Been A Part Of This. 
Don't forget to do a particle(self.leakentity.origin,'0 0 0',60,18); for added effect 
I Screwed Myself Almost Geek On Those Fucking Flies! 
I could have suspect these intimate subroutines would lead to hillaric reactions, but..,

my bike had a leak last christ, and I wonder who'll pay the fiddler off.
I suggest kinn giving it a good smile sound.

Thanks Qmaster, I didn't warn you before I asked your help with my q1test. But you're welcome. I tried your email, but it didn't work.
Right, so I'll start with
local .entity spot;
The extra effects, it's like knowing the name of the statement, but not where to paist it in. 
I Changed 
in PlayerDeathThink after the buttons:

self.button2 = 0;
respawn();

//===new code===

local float entity spot;

local .entity spot;

spot = find (world,classname,"monster_ogreaxe");
if ( spot ) {find (world,classname,"monster_ogreaxe");

spot.think = ai_leak1;
spot.leakentity = self;

}
};

//===end code===


error: no spot value.

then I added to defs qc line 139 :

.float skin;
.float effects;

//===new code==
.float spot;
//===end code==


Client.qc:812: error: type mismatch = (FIELDTYPE and entity) 
 
local entity spot;
no extra dot
(you want an entity, and not a field reference[of sub-type entity]) 
 
my bike had a leak last christ, and I wonder who'll pay the fiddler off.
I suggest kinn giving it a good smile sound.


I...just...I...but...nothing. 
Stumbling Is A Kind Of Laugh 
Appoligize my passionated reaktion, as I'm stupid enough to write down my nonsense before my smart conclusion starts reasoning.:P

Thanks Spike. Now I'm back at start with:

//=========new code===========
local float entity spot;
local entity spot;

spot = find (world,classname,"monster_xogre");
if ( spot ) {find (world,classname,"monster_xogre");

spot.think = ai_leak1;
spot.leakentity = self;
}

};
//====================end code==

client.qc:808: error: local not a type
client.qc:808: error: spot not a type
client.qc:808: error: if not a type
client.qc:808: error: self not a type 
 
local entity spot;
just that.
not 'local float entity spot;' - that's meaningless conflicting keywords. 
 
yes, but as soon as I add a line in client.qc before ClientObituary I receive the error "local" and "spot not a type".
How do I make them to a right statement? 
Ah 
I changed some parms

void() ai_leak =
{
local entity spot;
spot = find (world,classname,"monster_xogre");
if ( spot ) {find (world,classname,"monster_xogre");
{
spot.think = xogre_leak1;
// spot.leakentity = self;
return;
}
}
};


if I exclude spot.leakentity it compiles well,
warning that "Local "spot" not defined with a name of a global"

Wow, I've got an ai_leak!
What should be the next step? 
 
if ( spot ) {find (world,classname,"monster_xogre");
{
local entity pissee;
spot.think = xogre_leak1;
if ( pissee ) {find (world,classname,"monster_donaldjtrump")
spot.enemy = pissee; 
QuakeC Locals And Globals 
local makes that variable only work within the function--inside {} and ONLY after it has been declared (pretty sure about this second part).

Globals are any variable defined outside, e.g. in defs.qc (at the bottom of defs.qc anyways)

You need to define a .entity leakentity; somewhere outside a function and before you use it in client.qc.

E.g.

.entity leakentity; // entity to remember for later so the monster knows where to go take a leak

void ClientObituary() {
local entity spot; // entity to hold our axe ogre


//your find down here
...
};

I'll let you figure out how to make the monster hunt down the player location and then begin the actual taking a leak. 
Ho 
I'm back in PlayerDeathThink.

spot.think = xogre_leak1;

error: xogre_leak1 unknown value.

I can make a "void() xogre_leak;" at the top of the client.qc list,
but it keeps the error. 
Wait 
There is something I need to explain first. As I mentioned before I am working in the Q1Test environnement. Also I added the Dragon code, rubicon.qc as some other feathers. I also wanted to add a catapult in stead of an axe.

One thing I would like to keep original to the Q1test mod.
Sounds, conback, weapons, and monsters. Reason I add the Axe ogre and Serpent, Vormitus, as the Shalrath's queer apearance is, because that were the trivial things that were not implemented. The dragon form Megalol had a solution, but the mod from Patrick Martin I included has a more sensitive way.

So I started with the "poor" q1test src, and slowly tried to find a way through the queer qc that was forehand. No Axe, nowammu_cells plz, and other butheads, like no change_level, just the stripped down qc to deathmatch.

Now I'm at the point that I'm testing the monsters, but it gets a little tricky , when I would assume the errors I get involved in are not the ones that apear in normal vqcc106.

Enough, I've got ai_leak that compiles.

//=========================================
After ClientObituary:

local float rnum;
local string deathstring,deathstring2;

local entity spot; // entity to hold our axe ogre

if ( spot ) {find (world,classname,"monster_xogre");
{
local entity leak;
spot.think = xogre_leak1;
}
}

rnum = random();

if (targ.classname == "player")
//=========================================

I had to add a new statement at the top for xogre_leak1 as it was not a value.

How do I make it aware for the player's death? 
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