News | Forum | People | FAQ | Links | Search | Register | Log in
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.
First | Previous | Next | Last
 
Your link is dead yhe1 
 
Code Topic 
Link won't work, updated. 
Have A Question About Something .. 
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 
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. 
 
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 
 
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 .. 
Code looks like this..

/*
===========
PlayerClimb
============
*/
void() PlayerClimb = //johnfitz
{
self.velocity = '0 0 160';
///The code that i want goes here
}; 
I Get The Question 
but wouldn't it be something equal to void() trigger_monsterjump in trigger.qc? //poor johnfitz 
Have A Question About Something .. 
I wrote a bit you must look previous posts 
 
lost 
 
What? 
 
İ will glad if you help me 
 
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 
How can adapt ledge grab feature in actual quake1 server side quake c code 
Ledge Grab Help 
Solved :) 
Saying Hello 
Hello everyone...hmm ledge grabbing in quake?I do not know if it is worth doing research. 
RE #2853 
Its in Slayers Testaments. 
 
hmm i heard about it but i didn't download and play it i wondered how did they get it 
Question About Adding Leg Model 
I have animated leg model but i dont know how add its can someone help me 
Question About Adding Leg Model 
Solved. 
Having Trouble Compiling Gameplay Edits 
Some changes I wanted to make for a small gameplay mod couldn't be done with the .qc source code, so I tried editing the Quakespasm source code. FTEQCCGUI didn't work, but the CodeBlocks project file they included did.

First problem was that the basedir was being set to my C:\ drive. https://cdn.discordapp.com/attachments/441366164803682318/754444940465012797/unknown.png
I don't know where I'd look to change that, but I can just put QS there temporarily.

After doing that, building and running it through CodeBlocks works just fine. But when I tried putting the built .exe into the temporary location, I get a generic error: "The application was unable to start correctly (0xc000007b)" when running the built .exe.

I don't really know what to do here. I'm jumping through all these hoops to make the death camera angle at 0 instead of 80. Ideally I could do it through FTEQCCGUI so it'd act like a mod instead of an entirely different engine, but like I said I couldn't get it to compile properly FTEQCCGUI (definition errors or expecting brackets, usually).

If someone could help me out, I'd really appreciate it. Like I said, ideally I'd compile these into a mod (like a prog.dat file), but if the only way I can edit the WinQuake derivatives is by making it into an .exe, then I'll do that, I just need to know what I'm missing. Or if there's a better way to do this. 
Tddgst: 
First, know that quake engine source can only be used to make a new engine, and QuakeC source can only be used to make a new mod. They are completely separate things, you can't use engine source and try to compile it into a mod.

Second, the basedir issue is most likely due to how you are launching the game. If you already have a working quakespasm setup, you should put your engine in the same place (with a different filename of course), and launch it the same way (either with a shortcut with the same options, or with a batch file with the same options.) 
Re: Metlslime 
Ah, alright. So are there ways to edit stuff like the view with the QuakeC source? Like I said in the last post, I'm wanting to change the angle when you're dead from 80 to 0. I looked around and couldn't find anything in the QuakeC source referencing it.

Also to clarify the basedir issue, it would only check for it in my C drive when trying to build and run the engine in CodeBlocks. Dragging the compiled engine into a quakespasm directory gave me the generic error. Unless you meant have the engine source files in the same location as quakespasm. In that case, I have the engine and quakespasm in separate locations. 
Tddgst: 
I don't know anything about codeblocks, but if you are trying to launch the game from within that, you might need to find a way to set the "working directory" of the executable to your quake directory.

In terms of whether you can do what you want in quakec, I found this in the engine source:

if (cl.stats[STAT_HEALTH] <= 0)
{
r_refdef.viewangles[ROLL] = 80; // dead view angle
return;
}


This implies it's hard-coded in the engine, and the way this logic is written, the only way to avoid it is to set player health to a value greater than 0. However that has various side effects like HUD shows a nonzero health, enemies react to you, etc.

New Idea: what if you let the player die, but then set he intermission camera to match the player's current location, but without a roll? (not sure if intermission camera can be abused in this way when the level is not actually completed, but worth a try.) Or do some other 3rd person camera logic to basically disconnect the camera from the dead player? 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.