Qmaster
#26 posted by
Barnak on 2017/09/11 22:08:27
I suggest that you extract your pet structure from your mod to make a small independant mod. P-p-p-p-please !?
Pets Working !
#27 posted by
Barnak on 2017/09/11 22:42:05
Qmaster, I tried your test map and it's working. These vorelings should be stronger, though, since they die too easily.
Also, there are walking too slowly, in a jerking way. They're not behaving the usual way (for pesky and agressive vorelings).
If you teach me the Quake programming, I could help you with this. This is potentially too awesome to miss this feature (I mean vorelings pets in Forgotten Sepulcher and other maps/mods...).
Also, I have several cool ideas about their behavior. Ultimately, the voreling pets could eat the monster's debries on the ground to get stronger, and I even see/ear them burping and farting around, leaving some shit trail on the floor ! ;-)
They should be fast running and jumping around, a bit hard to control like wild and curious cats not exactly obeying their master. They should have a mind of their own, if you see what I mean.
I'm interested to join as a programmer/designer, if someone has the patience to show me how to model and program for Quake (I really don't know where to start this stuff !).
I know Celestia, LaTeX and Mathematica programming, as a reference (for what it's worth, in Quake !). I even know how to use a 3D modeler on Mac OS X, if it could be usefull.
Barnak
#28 posted by
Qmaster on 2017/09/12 00:50:51
Haha, ya you can set custom health on your pets. The map setup is simple enough:
• monster_ of your choice with Delay spawnflag set
• item_artifact_horn targetting the monster
Target as many or as few monsters as you want.
Separating it out as a separate minimod is difficult since it needs checks within ai_stand, ai_walk, and ai_run which makes it intertwined in a way that is difficult to separate.
Sepulchre pets: doable through save hacking to change a powerup into an item_artifact_horn that targets monsters with Delay set and running with the keep mod. Alternatively you could recompile after adding it into the .map in an editor of your choice.
Adding To Your Existing Projects
#29 posted by
Qmaster on 2017/09/12 00:53:24
You should be able to run almost anything in the Keep mod, so any of your current mapping prijects could be ran inside Keep.
#30 posted by
Mugwump on 2017/09/12 03:51:30
almost anything
Including maps made for other mods (AD, Quoth, etc...)?
Hmmm... Interesting
#32 posted by
Mugwump on 2017/09/13 03:36:52
Next question in your own thread - it's a bit of a lot of completely OT for this one.
No Every Thread Must Be About Keep The Biggest Mod Ever
#33 posted by anonymous user on 2017/09/15 12:21:13