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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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Maybe Its Not Necessary Change The Flag... 
but can move the model up and down? making landing or flying depending the animation. 
Fly_think Code 
Fly_monster works on a specific height, like scrags. You can make them fly a pattern with path_corners. The bad thing is you can't learn a flying monster walk tricks.

The Fly_think could make a solution. 
 
If it were me I would try to navigate the entity down until the bounding box resting on the ground, then stop moving the entity, and play a "landing" animation on the model.

Flying creatures always seek the level of their self.enemy, so in Rubicon 2 I used a dummy entity as the enemy, to force the centurions to go up or down based on my desire. You could do something similar to help guide them to points where you want them to land. 
Thanks Guys! 
ill try thanks 
Reminding Crows 
Don't forget to look at the "camonball code" Triball mentioned in the scteenshots toppic # 16479 about the "Fly_Think_Code". 
Check This Guys! 
Hi i have finished the crown, hope you like it

https://www.youtube.com/watch?v=QfzAhgb40qk&feature=youtu.be

I should polish my code and ill share it if you need it 
They Look Good 
With a little tweaking and sound they make a scary impression. 
Drugod 
yeah looks pretty good! There seems to be an interpolation issue with the movement, do you by any chance have r_lerpmove 0 and r_lerpmodels 1? Generally they should both be set to 1 or both be set to 0. Otherwise, maybe this is an engine bug, i know there's the unsolved problem of falling scraggs looking choppy. 
Thanks Guys!! 
Thanks guys for the quick response and support, let me share with you guys the code, in case you need it feel free to use it.

https://mega.nz/file/LFBA3RgZ#fkh4722E3r-YvvkP0gIFQeVvLLCX5mtqO3I-to_YMWc 
@metlslime 
I have checked both variables and are setted to 1, anyway thanks for the advice idk this commands!

Thanks!! 
 
Is it possible to make a flying monster throw three voreballs at once? 
Yes 
 
 
:chadpreach: 
 
Preach, this is related to the question that Madfox's asked on 6/22/20, in which the a flying boss in Chasm fires three projectiles. I made a mistake and told Madfox that the monster fire three straight projectiles, but his missiles actually have homing capabilities, so it is like throwing three voreballs at once. If you can give madfox a hand it would be great. 
Hmm 
I felt a bit bad at being flippant before, but your last post hasn't really helped your cause here. You've redirected me without a link to a post from four months ago, which I replied to at the time...

Help me to help you, OK, help me to help you! This is a free service, so you'll get the most out of it by making it as easy as possible to assist you. I'd suggest compiling all of the following into a single post:
a) What are you trying to achieve
b) What you have already tried
c) What you expected to happen
d) What actually happened 
 
sorry about that preach, I have attached a screenshot of the post I am referring to here:

https://www.dropbox.com/s/prktt4jytqcx2ix/madfox%20question%201.jpg?dl=0

The picture of the monster is here:

https://www.dropbox.com/s/w1ko4srdjqajm6y/projectile.GIF?dl=0

So basically, the three fireballs in the picture should be voreballs instead of straight projectiles. 
 
They're not going to move diagonally if they're homing. 
Please Stop Trolling Me 
Your screenshot includes madfox's post, my reply, and madfox thanking me for my answer. Until you post a new question with parts a), b), c) and d) I will consider the matter closed. 
 
I am not trolling with you preach. Madfox asked you the wrong question because I gave him the wrong info. The question was never "to make the Projectile move diagonally" but rather "how to make that monster throw three voreballs" 
 
a) What are you trying to achieve? answered
b) What have you already tried?
c) What did you expected to happen?
d) What actually happened?
 
Chasmblage 
Sorry for the delay, but my emails got bumped after my last experiment with the turntwig.
I could make more poses for it, but daytime life forced me into a nasty sitepath.

At this moment I'm working on the last end boss worm, and this one is more intensive, as it needs more parms as the usual monster.

What the question concerns..,

what have you already tried?
Give a monster a three lavaball attack using the scrag code.
what did you expected to happen?
Three lava balls launched at the same time.
what actually happened?
Easy to avoid the attack.

It seems yhe1 wants to use the vomit attack, that's two times higher than my hat. :P 
 
By vomit attack you mean "vore attack", right, madfox? I checked in DOS Chasm, the three fireballs are similar to voreballs with homing. 
 
I just wondered how to repeat this vote ball attack three times to be launched simultaneously. 
Phantom Fear 
Second answer was not true.
I used a modified code to launch a single phantom_shot one frame after another.
After adding a phantom_shot void I made the attack scene:

void() fant_atk2 =[ $atk2, fant_atk3 ] {PhanMissile(1);};
void() fant_atk3 =[ $atk3, fant_atk4 ] {PhanMissile(0);};
void() fant_atk4 =[ $atk4, fant_atk5 ] {PhanMissile(-1);};


The spread shot came from the (1) (0) (-1) addon.

Now I changed the fant_shot into the one a vormit uses to launch a vore ball.
This works as intended.

pro: I have a monster launching three voreballs.
quo: they don't launch at the same time (I don't mind).
They don't spread anymore on the (1)(0)(-1) arg because the voreball code has three statements, that specify their behaviour.

So what the code misses is the statement of the ShallHome statement of the vormit to include a spread shot and (if possibel) at the same time. 
Replace PhanMissile With ShalMissile 
n/t 
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