Have A Semi-working Hack That I Need A Little Assistance With
I am making a false train using func_wall and info_null. The purpose is to get a couple of overlapping entities that behave like a train (follow a path).
I have a func wall for the model, 2 path_corners with each other as their targets, a trigger triggering it and an info_null with the following values.
use train_use
think func_train_find
speed 20
modelindex 8
model *1
movetype 8
nextthink 1
target stop_1
targetname me
the odd behaviour is, that when it gets to the first stop, it spazzes out and jumps forward and back among the path corner locations, without traversing them first.
any ideas?
Possible Tweak
#395 posted by Preach on 2016/05/24 23:03:44
Hi Shamblernaut, can you try something for me and see if it helps? Change the movetype from 8 to 7. It's a hunch, and it'll take a lot of explaining which I'd rather only type up if it's the correct fix. Thanks, let me know how it goes!
#396 posted by Spike on 2016/05/25 02:43:17
how just about trying to use a true train?..
and yeah, the SUB_CalcMove function, which is responsible for setting up velocities and nextthink for the various pushers to use, is explicitly tied to MOVETYPE_PUSH(7) on account of its use of 'self.ltime' rather than 'time'.
movetype_push and solid_bsp(4) are kinda tied together in many engines too, so be aware that separating the two will often give engine-specific results.
Awesome
That worked a treat, thanks preach. I still need to sort out the sound not being precached, but any victory is a victory and I'll take it.
@Spike, using a true train doesn't allow me to overlap my geometry, which is necessary for what I'm trying to do. Also, thanks for the headsup about engine pushtype handling, I guess I'll just require people to run the map in quakespasm =P
Existing Practice
#398 posted by Preach on 2016/05/25 08:13:54
movetype_push and solid_bsp(4) are kinda tied together in many engines too, so be aware that separating the two will often give engine-specific results.
Don't all engines need to handle it already because of misc_teleporttrain, which does exactly this? I mean, yeah, it probably shouldn't be written like this, but we work with what we have...
Teaching Old Preach New Tricks
#399 posted by negke on 2016/05/25 08:36:59
Preach.dat
Mankrip - Thanks!
#401 posted by ijed on 2016/05/25 13:33:39
Static Entity Shooting Scrag Projectiles
is this a thing that's possible? I want to use it as an acid drop in my mapjam 7 map (quoth).
Post #14
Cheers Man
Ahem
#405 posted by Preach on 2016/07/23 20:14:07
Please use info_trap instead of a hack that we will unintentionally break with a future patch to Quoth.
Preach
the scrag / wizard stuff doesn't work with info_trap :(
Trap Sprung
#407 posted by Preach on 2016/07/25 20:06:05
Holy Shit
Preach!
"modelpath" "progs/w_spike.mdl"
I thought that wizard / scrag magic was a particle effect.
my bad.
Thanks.
To Elaborate
I was using the scrag shooting function like one would with a info_null as in post #14.
Didn't even consider using the trap function as intended.
Invisible Water?
#410 posted by NewHouse on 2016/08/23 03:20:37
has anybody made water with invisible(transparent) texture, just wondering because that might have some interesting uses.
Just Try It.
#411 posted by anonymous user on 2016/08/23 03:28:40
I'm interested of the outcome.
Yes
#412 posted by killpixel on 2016/08/23 03:35:49
But using q3map2, so probably not what you're looking for.
h2o
*waterskip Texture
#413 posted by Qmaster on 2016/08/23 18:39:37
OH
#414 posted by killpixel on 2016/08/23 18:54:12
fuck, I misunderstood.
I feel like fiddling around in the progs could get what you want fairly painlessly.
#415 posted by damage_inc on 2016/12/12 08:56:49
I asked in mapping help but maybe here would be better for my question.
In AD I want the Golem to only have melee attacks, no projectiles. This is listed in his mon_golem.qc right before the range attack code:
if (!self.enemy) return;
if (self.health < 1) return;
Now if either of those are true he will skip the code for firing projectiles.
I tested a modified AD progs by the simple addition of a return; above the "if" statements and got a melee only Golem. But that's not really an option.
The function is called void() golem_rockstorm =
Any progs.dat tricks for this? Even if it's not an "old" progs :-P
Could he fire the doggie's attack instead!!! I still need him to STOMP though...
Don't Trick The Mods
#416 posted by Preach on 2016/12/12 21:01:38
It's a bad idea to use map hacks against a mod which is in development. In effect you're trying to apply a hack to a moving target - the mod may change that code in the next version and break your hack. The reason that id1 hacks are acceptable is because id aren't ever going to release another patch for Quake, so all behaviours (even unintended ones) are unchanging...
#417 posted by Kinn on 2016/12/12 21:39:24
I bet plenty of custom engines break certain map hacks. I don't have any examples to hand tho - know of any?
#418 posted by anonymous user on 2016/12/12 21:55:44
You write: "I want the Golem to only have melee attacks."
Then you edited the code and write: "I got a melee only Golem."
That was what you want. So what is wrong?
If you want to give him a different behaviour for ranged distance, then all you have to do is edit his ranged attack code. There is no TRICK needed. Just do it.
The Golem code works like any other monster code.
You first have to know what you want. Then do it. Yes, its that easy.
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