Madfox
#2829 posted by Preach on 2020/06/22 00:26:31
Have you tried looking at the Hell Knight code? I think he does what you're asking for - just spread out over multiple frames instead of all at the same time...
Ah
#2830 posted by madfox on 2020/06/22 00:59:55
Yes Preach, that makes sense.
It don't has to be a simillar shot, although it would look fine.
#2831 posted by yhe1 on 2020/08/08 13:16:36
I will ask this for Madfox here:
So in version 2.38 of the chasm mod, the Mong does not react after being hit by a stratos. However, they will infight on rare occasions. But I cannot figure out what these occasions are. I managed to capture a saved game of them infighting, attached below, maybe somebody could take a look at it? This issue is really weird, monsters either infight or don't infight, but not infight rarely.
The saved games are here:
https://www.dropbox.com/s/1t1f4mi780x957w/chasm%20quake%20saved%20game.rar?dl=0
2.38 is here:
http://home.kpn.nl/lo2kf8/quake/Quasm_dev2.38.zip
Yhe1
I figured it out, tagged madfox on discord...
The monsters first frame of run animation has a ai_walk in it.... change it to ai_run and it works just fine.
#2833 posted by Drugod on 2020/08/10 10:33:22
Hi, everyone im doing my first code for quakec and I need some help
I would like make a 1920's wall lamp, my entity works but i would like instead a common light a flickering one, i use this code but seems doesnt works properly (compiling is ok), any suggestion? Thanks a lot in advance!
My code:
/*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20)
Short wall torch
Default light value is 200
Default style is 7
*/
void() light_wall_lamp =
{
precache_model ("progs/lamp.mdl");
setmodel (self, "progs/lamp.mdl");
FireAmbient ();
self.style = 3;
lightstyle(self.style, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
makestatic (self);
};
How looks on quake
https://imgur.com/73NlC7s
Drugod
#2834 posted by metlslime on 2020/08/10 16:42:16
If you want to make a custom light style you should give it a new number not already used and place it with the other light style definitions (forgot where — world.qc)?
Then, it seems bad to hard-code the style in the entity spawn function since it prevents a mapper from changing it per instance in the map. You could do a check “if self.style == 0 then self.style = 3” which would let mappers use different styles but also add the convenience of if being automatic for lazy mappers.
Oh...
#2835 posted by metlslime on 2020/08/10 16:44:44
And I forgot, you have to set the entity style in the map editor anyway because it needs to be there for light.exe to set up the light maps correctly.
So just declare the light style in a centralized location with a unique number < 32 and then set it on the light entities in the map editor, and that should be it.
#2836 posted by yhe1 on 2020/08/26 08:15:08
I will ask two more questions for Madfox regarding the Chasm mod.
In Chasm mod 2.4. when the Faust fires a rocket, there is no explosion. I used to think that this issue is not a big deal, as there are tons of mods with Rocket Ogres and Rocket Grunts, but apparently it is not that simple. Madfox made a video of it here:
https://youtu.be/BL4vuKIl8N8
You can see there is no explosion.
The second question is that when one of the monster dies, its corpse floats in the air. I have provided two saved games, one with the creature alive, and another with the creature dead.
https://www.dropbox.com/s/dptouqamw0mgcmk/chasm2.4%20save.rar?dl=0
If somebody could take a look at these two issues it would be great. Thanks!
The chasm mod is found here:
http://home.kpn.nl/lo2kf8/quake/maps/Quasm_dev2.4.zip
#2837 posted by ws on 2020/08/26 08:47:34
Your link is dead yhe1
#2838 posted by yhe1 on 2020/08/26 09:18:21
Code Topic
#2839 posted by madfox on 2020/08/27 01:56:12
Link won't work, updated.
Have A Question About Something ..
#2840 posted by Rustydusk on 2020/09/04 00:59:56
Can we make quake player automatically move forward by players his own forward direction
Im really getting stuck about it please some one help me ı wısh i could ask a true question...
// Player Not Fixed
#2841 posted by madfox on 2020/09/04 01:48:24
I don't understand the question.
Do you want to get behind a player to move it foreward,
or do you need a code so you don't have to push a foreward button?
I don't want to offend you, but I really get stuck to understand your question.
#2842 posted by anonymous user on 2020/09/04 02:10:12
Yes second one i need an auto forward velocity code.i have a trigger and i want to player go forward automaticlally every time when player touch
And thank you
#2843 posted by anonymous user on 2020/09/04 02:20:33
I forgot to tell that player must go forward automatically by triggers angle and may can jump may be hide his weapon bla bla :)
Have A Question About Something ..
#2844 posted by Rustydusk on 2020/09/04 02:29:24
Code looks like this..
/*
===========
PlayerClimb
============
*/
void() PlayerClimb = //johnfitz
{
self.velocity = '0 0 160';
///The code that i want goes here
};
I Get The Question
#2845 posted by madfox on 2020/09/04 02:48:31
but wouldn't it be something equal to void() trigger_monsterjump in trigger.qc? //poor johnfitz
Have A Question About Something ..
#2846 posted by Rustydusk on 2020/09/04 02:49:10
I wrote a bit you must look previous posts
#2847 posted by madfox on 2020/09/04 02:50:10
lost
#2848 posted by anonymous user on 2020/09/04 02:52:55
What?
#2849 posted by anonymous user on 2020/09/04 02:58:37
İ will glad if you help me
#2850 posted by anonymous user on 2020/09/04 03:02:40
void() trigger_monsterjump =
{
if (!self.speed)
self.speed = 200;
if (!self.height)
self.height = 200;
if (self.angles == '0 0 0')
self.angles = '0 360 0';
InitTrigger ();
self.touch = trigger_monsterjump_touch;
};
Ledge Grab Help
#2851 posted by Drown on 2020/09/04 04:24:53
How can adapt ledge grab feature in actual quake1 server side quake c code
Ledge Grab Help
#2852 posted by Drown on 2020/09/05 03:53:51
Solved :)
Saying Hello
#2853 posted by r0bie874 on 2020/09/07 03:53:46
Hello everyone...hmm ledge grabbing in quake?I do not know if it is worth doing research.
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