News | Forum | People | FAQ | Links | Search | Register | Log in
Teaching Old Progs.dat New Tricks.
You know about the info_notnull explosion hack. You know about making monsters drop weapons or alternate ammo using the .weapon and .ammo_whatever hacks. You know about making items float in the air by spawning them on a temporary platform. Let's have a thread where we talk about new ways to use existing behavior and get novel gameplay. If you're a "retired" mapper, this is a great time to do some armchair level design and suggest ideas you'll never have a chance to use yourself.
First | Previous | Next | Last
@aberrant 
Hm my rotating turret hack uses ai_face in its use function with no issue, it's how it rotates to face the player. What could you be doing that would cause it to not work? What is your setup? 
Monster Activated Triggers 
Had a brainwave recently, and cracked one of those oft-requested hacks: a trigger which also activates when monsters touch it. And it took less than 25 years to get there!

https://tomeofpreach.wordpress.com/2021/03/29/monster-activated-trigger/

There might be some follow-ups to this article, for instance creating a setup which triggers for monsters but NOT players. I can see a way of doing it but it's inelegant, and I'm hoping with a bit more thought I can replace or refine it. 
Awesome 
Nice to see a new post! 
Did Anyone Get #630 To Work? 
A few weeks ago I played around with #630. Couldn't get it to work...
Nothing happened. Saved, loaded just fine.
Today I started from scratch, gave it another try. Same result.


Was anyone successful? If so, what did you do? 
 
I don't know if this is the right place to ask, but i have some questions about parms (specifically "SetNewParms" from client.qc)...

In my mod you start the game with a flashlight. It will consumes armor energy if you turn it on, so i give the player the green armor with 50 points of energy when he starts a map:

On SetNewParms i made these changes:

parm1 = IT_SHOTGUN | IT_AXE| IT_LANTERN| IT_ARMOR1; //it_lantern is the flashlight and it_armor1 is the green armor

parm3 = 50; //this is the armor points/value

parm9 = self.armortype = 0.3; //this is the green armor type

(I also made some changes on the "SetChangeParms" code, but that doesn't matter here because the problem is with the SetNewParms code)

My code works perfectly when i load start.bsp, but today i played "Escape from Quakertraz", a custom map that has its own start map called "efq_start.bsp". The map refused to load and the console gave me this:

Address 28(self)entity 0 174(armortype).armortype 4341(?)
client.qc: SetNewParms
(no function)
assignment to world entity

So i made an exception on my "SetNewParms" for this map (changing parm9 back to 0 again, like it was in the original code):

if (world.model == "maps/efq_start.bsp")
parm9 = 0;

And now i can load the map perfectly...

My questions are:
1- Why is this map having a problem with "SetNewParms" if this code is supposed to be called only by the original "start.bsp" and not by some custom start map with another name? :P

2-Why the original start.bsp works fine with "parm9 = self.armortype = 0.3" and this custom map only works with "parm9 = 0"??

It makes no sense to me! 
Tribal: 
So, the best place to ask this is in the <q href="https://www.celephais.net/board/view_thread.php?id=60097&page=last">Coding Help</a> thread, I'll reply there. 
 
also. laugh at my failure to make a hyperlink. 
@metlslime 
Thank you!!! 
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.