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
Casting An Entity Origin To The Client/Player Origin? 
I'm working on the stealth mod detailed in my previous posts, and I've run into a conundrum that I'm not sure how to solve.

I want to get the players origin whenever they are visible and assign it to an entity that tracks their last visible position. Whenever I try doing this, the entity just gets assigned to [world.origin].

I'm new to QuakeC but am making steady progress, any and all help is appreciated, thanks! 
Three Options 
In your design are you planning:

1. To have a global record of the last place any of the players were seen by any of the monsters

2. To have a record on each player of the last place they were seen by any monster

3. To have a record on each monster of the last place they saw their current enemy

Option 1 is different to option 2 when you think about co-op. To be more blunt, option 1 doesn't work very well in co-op. 
Game Crashes When Attacking Unaware Monster 
A [self.think] statement seems to be missing from the ai.qc script (or another related script). Whenever I attack an unaware/passive enemy, the level will crash and boot me to the command menu. Does anyone know where the missing [self.think] statement should go for aggro-ing an enemy?

For context, I'm using StealthQuake by RenegadeC as a base for this mod and I've changed up quite a bit of stuff because the base mod pretty much entirely changes up how Quake plays. 
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.