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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Solution: 
ai.qc goes before enforcer.qc in the progs.src file.
The compiler will look for the void enf_duck1() function when it gets to ai.qc but it's not defined before it gets to enforcer.qc.

Therefore you need to define a void enf_duck1(){...} function prototype (I'm not sure it that's the correct name for it in qc) somewhere before the reference to it in ai.qc. I'm not exactly sure where it would be the proper place to put it, but if you put the text void enf_duck1(); just before the function in ai.qc that calls enf_duck1() function, you should be fine.

Hope this helps!
-love czg 
Czg 
Thanks. I'll try that.

So, do you think that it would be a good idea to have a dummy .qc file that is made up of all the new functions one is adding to the various other files, and that the dummy file (only a dummy because it has no purpose other than to declare the function names that will be found later) is placed higher up the compile ladder? Or perhaps just list them all automatically at the top of ai.qc.

(I don't really know what I'm talking about here, I am just trying to follow the logic) 
 
to have a dummy .qc file that is made up of all the new functions one is adding to the various other files...

Or perhaps just list them all automatically at the top of ai.qc.



Both should work just as fine, but the question is which one is the neatest, tidiest and most correct. If that doesn't matter to you though, just pick one at random... 
OK, Thanks Again 
eenie, meenie, minie, mo... 
Clear Down 
Placed the function declaration at the top of ai.qc as I saw there were some there already.

Compiles fine now. Thanks czg.

The function works in-game but because it relies on you shooting the enforcer, when he ducks it looks just like he's been hit, and not that he's ducked your shot. Therefore, it works, but I won't be using it.

But a nice introduction into coding nonetheless and I am now looking for some more things to try. 
BlaGGer - Try This 
Is it possible to change the speed and color of laser projectiles shot by trap_shooter? 
Trap_shooter 
Speed is altered by use of the 'wait' key from within the map editor: 1.0 is the default.

The colour of the laser projectile can by changed by using a program such as qME and painting the laser.mdl, which is found in PAK1.PAK. You can use a program like PakExplorer to unpak the file.

Hope this helps. 
Ankh 
The laser.mdl is in the 'progs' folder in PAK1.PAK. 
Ankh 
The laser.mdl is in the 'progs' folder in PAK1.PAK. 
BuGGer 
I'm in a cave as I speak :-) 
Fantasy Quake 
Does anyone have the source code to fantasy quake, or the mail address of the authors:
fireball invictus shaper arjuna@stomped.com, kerrow@agt.net roots@upcworld.com

I'm interested in tidying up this cool mod.No releases made without permission.

stevenaaus - at - yahoo.com 
Funny, 
we'll rip monsters, textures and code from the Hexen series, Quake 2, Daikatana, basically any commercial ap we can get our hands on, but when it comes to other modder's expressed wishes, we tend to be more hesitant. I'm speaking generally, of course.

btw, excellent idea, steven_a. Good luck with that. 
 
we'll rip monsters, textures and code from the Hexen series, Quake 2, Daikatana, basically any commercial ap we can get our hands on, but when it comes to other modder's expressed wishes, we tend to be more hesitant. I'm speaking generally, of course.

That's because most companies will never see your work using their stuff, but a fellow community member might and get bitchy with you. It's the whole 'legal unless you get caught' type thing. 
Well, 
that makes sense. From the Fantasy Quake readme, they really don't want their product tampered with.
Steven_A
I would suggest looking up Ultimate Quake http://www.gamers.org/pub/idgames2/partial_conversions/ultimate_quake/
Looking over the .doc file, it appears it has the
most of the same features, spells, mideivel weapons and the like. 
Rotating Entities In Quake 1SP 
I have seen rotating doors in Quake 1SP. I have tried Google but keep getting redirected to non-English sites(?) so can anyone point me to a site that can supply whatever I need to incorporate into my map?

Please. 
Worldcraft Prefab Crash 
I've never been able to create the Prefabs in Worldcraft since wc shuts down when I try. Can anyone offer a clue or convenient workaround?

I'll provide more details if you need but right now, I'd rather continue with my map then figure out what's wrong. 
Q1 Info 
Check out czg's tutorial on rotating ents here: http://czg.spawnpoint.org/q/czg_rotate.txt

More general Q1 ent & prefab info here: http://www.planetquake.com/worldcraft/index2.shtm 
Blagger: 
you can't do it without a quakec mod -- try "custents" or the hipnotic mission pack for a progs.dat that supports them.

Also, i believe you need a qbsp that supports them, too. Modern treeqbsp and tyrqbsp variants should be fine. Original qbsp will not work. 
WC Prefab Problem Solved 
I should have done my homework. The Forge showed how to create Prefab libraries. If you don't have a library - which is just a folder in Windows, WC says bye-bye when you try to write out your prefab. I made my Library and all works fine writing and reading. Thanks for the pointer, aguiRe. 
Gibbed Teleport... 
... I'm trying to finish up a Coagula style level and want to use the sort of falling into void gibbing experience I received from ELEK in Coagula1. The experience involves being gibbed AND teleported high into the level. I've tried with various combinations of trigger_hurts and trigger_teleports but can't get the effect right. Anyone help? 
Distrans: 
I believe all that's needed is to teleport two monsters to the same place at once. Telefragged goodness! 
Righto... 
... but I thought the player had priority in a telefrag fest i.e. that if the player and any number of monsters teleported to the same destination at the same time then the player survived but nothing else did.

I remember perceiving the series of events when I fell from structure in C1 as:
1. I'm gibbed
2. and almost immediately teleported high into the level

Not the other way round. 
Entity Number Vs Edict Counts 
I've seen that VIS reports entity number at the end of its log file. I had edict count problem in CMC map, so I just would like to know if there's any "direct" relation between entity number and edict counts ingame ?
In that case, what is this relation ? And so, can the VIS entity number report be helpfull in order not to exceed edict counts ingame ? 
You Probably 
mean the printout at the end of the Light log. AFAIK that figure is only an indication of how many edicts there are. Many edicts are created at startup and during gameplay and these are not included in that figure.

Example of temporary edicts are missiles from scrags or deathknights. You'll have to use the edictcount command or the new edict screen display of my upcoming engines.

The best way I know to provoke as many edicts as possible is to play on Nightmare, use god mode and play through the map without killing anything. Then the edicts will really pile up and then find a place where there are many scrags or deathknights and circle above them to provoke their missile attacks.

If you don't exceed 600 then, most likely your map is safe. 
Distrans 
My mistake! I thought you were just asking about making it rain gibs, not what you were asking about which I have no clue how it works :) 
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