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.
RE #2853
#2854 posted by muk on 2020/09/07 04:31:37
Its in Slayers Testaments.
#2855 posted by r0bie874 on 2020/09/07 04:53:22
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
#2856 posted by Drrrell on 2020/09/11 07:28:49
I have animated leg model but i dont know how add its can someone help me
Question About Adding Leg Model
#2857 posted by Drrrell on 2020/09/12 00:45:17
Solved.
Having Trouble Compiling Gameplay Edits
#2858 posted by tddgst on 2020/09/12 23:21:43
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:
#2859 posted by metlslime on 2020/09/13 06:59:35
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
#2860 posted by tddgst on 2020/09/13 07:21:14
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:
#2861 posted by metlslime on 2020/09/13 07:44:20
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?
Re: Metlslime
#2862 posted by tddgst on 2020/09/13 08:57:51
CodeBlocks is a similar editor on the lines of Micorsoft Visual Studio. The issue is I'm only able to run the compiled engine through it. Outside of it with the compiled .exe, I can't get it to run.
That was the code I was referring to wanting to change, but since it's hard-coded in the engine, it's not that big of a deal that I can't change it as a mod. I'll ask around a different thread as far as properly compiling engine changes goes. Only reason I'd do that is for personal use.
As of posting, it's late at night for me, so I'll give the idea a shot in the morning and post my results. In either case, thank you for the help!
Stuck About Make Think Timers
#2863 posted by r0bie874 on 2020/09/13 11:36:38
I have a trigger and it moves me up
İf a trigger exists Trigger triggers timer when ı interact with it and at the timer ends trigger would be move me other ways so ı need help to code a think timer.ı look timers in quake c 106 codes but ı stuck .help please
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