#476 posted by dwere on 2017/02/01 08:53:19
Technically, they ARE grenades...
void(float shell_qty) Launch_ShellCasing =
{
local vector org, dir, avel;
if ( self.health < 1 ) return;
if (query_configflag(SVR_SHOTGCASE)) return;
if (self.flags & FL_CLIENT) makevectors (self.v_angle);
else makevectors (self.angles);
org = self.origin + v_up*10;
while (shell_qty > 0)
{
dir = -v_right*75 + v_forward*(random()*50) + v_up*(100 + random()*100);
avel = vecrand(0,300,TRUE);
Launch_Grenade(org, dir, avel, CT_PROJ_SHELLC);
shell_qty = shell_qty - 1;
}
};
#477 posted by Shambler on 2017/02/01 10:49:04
I am now officially requesting a mod that gives the shotgun shells trajectory distance drop off, but also gives grunts and dbs enforcers z-awareness to compensate.
#478 posted by PRITCHARD on 2017/02/02 13:25:02
What happened to mon_eel? It seems to be entirely non-existent except for one tantalizing line in the documentation. Was it cut from the release?
There was a build I tested with mon_eel, it was a projectile type monster instead of a close range style one from the expansion.
I don't remember having great things to say about the implementation in place, plus I wasn't making a level that utilised it. None of the new maps had significant water sections so I am guessing Sock considered it bloat and binned the enemy off.
#480 posted by PRITCHARD on 2017/02/21 03:12:33
Is it possible to have an item resting on top of a func_breakable that falls down when said breakable is destroyed?
#481 posted by topher on 2017/02/21 03:21:45
there are several secrets in ad maps that are exactly that
#482 posted by muk on 2017/02/21 03:23:59
I believe the spawnflag "Floating" on items is what youre after.
ad_necrokeep does this.
Yap
#483 posted by mjb on 2017/02/21 11:55:02
Breakable targets item you want to fall. Have it start with floating flag.
I Feel Bad
that he didnt work out the secret language of the red painted doors (with skull wings). If he just hit the first door he'd be set. Oh well.
He seemed to have enjoyed it mostly.
#486 posted by PRITCHARD on 2017/03/22 11:07:34
How are we supposed to enter the path for ambient_custom_sound? Using the noise key, I tried "sound/ambience/liquid_bubble.wav", "ambience/liquid_bubble.wav" and "liquid_bubble.wav" and none of them worked.
AFAIK
#487 posted by damage_inc on 2017/03/22 18:22:06
All custom sounds go in "sound/" but you do not include it as part of your path.
Hence, your "ambience/liquid_bubble.wav" should work as long as it's a valid .wav file, no spelling errors and is located in the "ambience" directory inside of the "sound" directory.
This is taken from an ad_swampy custom sound entity: "ambience/woodcreak2c.wav"
Using "liquid_bubble.wav" would mean that you just have that .wav file under the "sound" directory by itself.
It's pretty straight forward so I don't know why you are having problems with it, good luck.
#488 posted by PRITCHARD on 2017/03/23 00:22:18
I ended up copying an entity from ad_swampy after I decided to check it out myself, and when I put it in my map and changed which sound it played everything worked fine... Honestly not sure what I was doing wrong before but oh well...
#489 posted by PRITCHARD on 2017/03/25 06:50:57
Is it possible to make it so that enemies can't see through transparent water? referring to this change:
+ sightchecks can changed based on water alpha values (water=1;solid)
#490 posted by PRITCHARD on 2017/05/19 16:06:50
#491 posted by Qmaster on 2017/05/20 00:26:17
Grenade resistance is pretty nifty
@pritchard
#492 posted by Baker on 2017/05/20 03:37:54
In the 50 days between your posts, you could have looked at the Arcane Dimensions source code.
Which Sock, being one of the "good guys", made Arcane Dimensions open source as deliberate decision because "it's the right thing to do", not because it was "required to do".
I'm merely pointing out you have many avenues to address your own interests here that do not rely on begging Sock to reply or say something.
???
#493 posted by PRITCHARD on 2017/05/20 07:46:21
It's not like my most recent post was "begging" - it was just a slightly humorous 12 second long video clip.
And neither was my previous one. It was just asking if it was "possible" - as in, can it be done, and if so could you please point me in the right direction and let me do it myself?
Since then I've figured out a solution anyway, so it's not like my most recent post is me sticking my hand up and saying "hey, you forgot about me!" or something obnoxious like that.
#494 posted by Baker on 2017/05/20 09:06:49
I was just saying that Sock kindly went out of his way to enable others to examine, change or inspect the behavior of Arcane Dimensions -- so no one had to depend on him as the only way to know what X does or even change the behavior of X.
if so could you please point me in the right direction and let me do it myself?
As a last and final resort, I would certainly help you.
But what you should really do is is a text search for the source code for the word "sightchecks" and then if you need help ask in the Coding Help thread.
There are others more experienced with QuakeC and far more familiar with the AD code that regularly post in the help threads.
Reading Comprehension
#495 posted by PRITCHARD on 2017/05/20 09:16:46
"Since then I've figured out a solution anyway, so it's not like my most recent post is me sticking my hand up and saying "hey, you forgot about me!" or something obnoxious like that."
"Since then I've figured out a solution anyway..."
"Since then I've figured out a solution anyway..."
Anyway, in the interest of making this post actually contribute to the conversation, here's how you can block AI sight through water in AD without having to recompile/redistribute the entire codebase with your map:
1. set "water_alpha" "1" in worldspawn
2. create an info_stuffcmd with:
"message" "r_wateralpha 0.5"
That's it. You'll be able to swim around undetected by those above you, unless you break the surface.
I'm a bit concerned about info_stuffcmd - I might be setting a user's settings "permanently" when I use it, which isn't great. But still, it's better than making my map require its own folder separate from AD - where it would use up far more HDD space with duplicate files etc.
#496 posted by Baker on 2017/05/20 09:19:53
Cool. Yeah, sometimes I get caught up reading each sentence. Sorry, haha ;-)
Guilty as charged ...
Didn't Know What Thread To Post This In...
#497 posted by anonymous user on 2017/06/15 05:45:39
I've been playing AD today and really like it a lot, but on certain maps (ad_azad, ad_tfuma, possibly others) my framerate crawls to an unplayable slideshow. I've tried it both quakespasm and dx9 MarkV with similar results for each. Is there a particular effect in those maps that would so drastically reduces FPS or what? Most of the time maps run with very high FPS. I've tried looking into settings to mess with, but admittedly I'm not very adept with this stuff.
#498 posted by Redfield on 2017/06/15 07:19:53
I also notice stuttering on tfuma, I think the size of these maps, and thus the amount of polygons being rendered is what is causing the fps to go down. My only suggestion is that you try to turn down screen resolution under the video settings. I am running a low level quad core Pentium with integrated graphics and my frame rate is ok, but only because my resolution is turned down a little. You can also try turning off vertical sync (in game) and anti-aliasing in your video card settings.
Maybe someone with more knowledge can help you more, sorry.
#499 posted by mh on 2017/06/15 07:37:27
QuakeC can also be a framerate killer.
If there are a lot of entities and if anything with exponential complexity is happening in QC, it can easily enough pull framerates down.
Have you tried disabling the AD particles? There's an impulse for this you should be able to find in the readme.
Kind Of Weird...
#500 posted by anonymous user on 2017/06/15 07:45:12
Okay, so I installed Quake and AD in a Linux partition just now, and tried playing the maps again, and for whatever reason the framerate issues are gone. The game isn't going under 60 fps on either tfuma or azad. I'm not sure what the deal is really. Maybe the intel drivers in linux are just better than the one's in windows?
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