AFAIK
#6956 posted by ijed on 2008/02/11 13:36:27
It was its own thing, with Quoth included. Having said that I had this working in Quoth1 - warpb. The rune shrine has a looping sound activated when you enter (the chanting) which is kill targeted by the death of any one of the enforcers / defenders.
I can't remember how I did it but it is possible with standard Quoth1 entities - mess with the entity set for long enough and you'll get there. Or else you can download the source from shub-hub, the 7zip password is the name of the pack in lowercase, without a space.
Play_sound_triggered
#6957 posted by negke on 2008/02/11 14:24:56
spawnflag 1 = toggle
That's The Bunny
#6958 posted by ijed on 2008/02/11 16:26:23
Whats The One
#6959 posted by RickyT33 on 2008/02/11 16:36:05
for getting blood out of stones?
Monster_silicon_vampire
#6960 posted by ijed on 2008/02/11 16:45:43
Toggling The Music...
#6961 posted by Mike Woodham on 2008/02/12 20:40:48
...was done as czg said - I simply played a nul.wav on the same channel if the user pushed the button. (It also re-set the music player queue to the same piece of music so that if the player pushed the button again, the music.wav played again and re-set the music queue to the nul.wav etc)
Mike
#6962 posted by JPL on 2008/02/13 08:59:28
Thanks for the infos ! I'll try it ASAP.
JPL
#6963 posted by Mike Woodham on 2008/02/13 18:37:15
Don't forget that I was doing this in my own FMB progs.dat, not Quoth and not the standard one.
If you want more details of my music_player module, let me know.
Mike
#6964 posted by JPL on 2008/02/13 18:54:34
Oh... OK, I have to test it.. maybe it does not work with Quoth.. Let's experiment ;)
The Forge?
#6965 posted by FaTbOy! on 2008/02/14 00:34:31
Anyone got a valid link to this site? It used to have some nice downloadable tutorials for setting up alot of the hipnotic entities. Specifically the Force Field ones, Id like to add these to a map I am working on and so far have not figured it out on my own.
Thanks, Fatty
The Forge: The Legend Continues.
#6966 posted by Voultar on 2008/02/14 04:27:01
The old link is dead. However I located an archived copy of the site. Enjoy http://web.archive.org/web/20000816012223/www.planetquake.com/worldcraft/
The Forge Is Still There
#6967 posted by aguirRe on 2008/02/14 10:01:58
at least for me, but PQ sites sometimes play hide and seek ...
Fatboy
#6968 posted by negke on 2008/02/14 12:18:14
QuakeC Question
#6969 posted by JneeraZ on 2008/02/14 15:48:16
So I'm hacking around with some stuff and have a question. I know QuakeC isn't object oriented so you can't call methods within entities but at the same ... man, that would be handy.
I find myself setting up stuff like changing an entities think function to point to a function where I can do something to the entity and then it changes it back to it's regular think. This works but it feels ... hacky and smells bad.
Is there a more elegant way to call functions on an entity that you've just spawned (for example) than this, or is this the only way and I'm wasting time benig annoying about it?
For example, say I have an entity that spawns a monster_army. I then want to call a function on that entity. This is how I currently do it:
myentity = spawn();
myentity.think = monster_army_myinitfunction;
myentity.nextthink = time + 0.01;
And then monster_army_myinitfunction will get called next frame. Which works. But it smells bad. Is there a better way?
Yeah
#6970 posted by Preach on 2008/02/14 16:57:47
Would something along the lines of this do the job?
local entity temp_self
myentity = spawn();
temp_self = self;
monster_army_myinitfunction();
self = temp_self;
#6971 posted by JneeraZ on 2008/02/14 17:03:53
Interesting. I assume you left out a "self = myentity;" line though, right?
Thanks Everyone!
#6972 posted by FaTbOy! on 2008/02/14 18:06:27
I looked around Shub-hub yesterday but I missed those files. Lunch hour rush I 'spose...
Anyone have a clue why the doors in my map arent playing their sounds at full volume? Im using BSP v 96d, and Im running Fitzquake080. No matter what sounds I assign it it is barely audible. Other sounds like jumping & weapons fire are fine.
Arrgh, Yeah
#6973 posted by Preach on 2008/02/14 18:06:30
Yeah, I did.
If this initialisation function never needs to be run as a think function, then the alternative is to pass the spawned entity as a parameter to the monster_army_myinitfunction().
How that would go is you'd change the definition of that function to
void(entity grunt) monster_army_myinitfunction =
{
...
};
Then replace all instances of self in that function with grunt.
You'd then make your calling code look like:
myentity = spawn();
monster_army_myinitfunction (myentity);
As I mentioned above, the problem with this is that you can't then have monster_army_myinitfunction as a .think or .use function. If you like the suggestion in this post, it's cleaner code to my eyes, but you do need it as a .think at some point, then there is a way round that. Simply define another function like so:
void() monster_army_myinitfunction_self =
{
monster_army_myinitfunction(self);
}
and use that function as the think. The most frequently used example of this idea in the quakec code is SUB_Remove, which simply calls the function "remove" on the entity "self", making it possible for entities to remove themselves with use and think functions.
#6974 posted by JneeraZ on 2008/02/14 18:20:54
Thanks Preach! It never even occured to me that "self" would be writable. Learn something new every day!
I'll give this all a shot tonight...
#6975 posted by JneeraZ on 2008/02/14 22:34:05
As a follow up, what options do I have for doing HUD stuff in QuakeC on vanilla Quake 1?
Can I do anything at all? Even some text strings would be helpful.
Not Really
#6976 posted by Preach on 2008/02/14 22:42:39
You're pretty limited. Your options for writing text strings are to centerprint them or bprint them. There are complicated ways of hijacking centerprint so that you can use some space for your own message, and still use the rest of the space for normal centerprints, but it's a pain to do in technical terms.
If you just need a few more weapon/powerup icons, you might consider using the -hipnotic or -rogue options, which are supported in all engines. The best way to see what extra icons they allow you is to just play about in either mission pack and see what new icons are added. Rogue adds more, but they're more complicated to actually use well. Also, both options will probably require you to rewrite some qc code just to make things look normal again. But since you're gonna mess with it to add your icons anyway, it's not that bad.
Oh
#6977 posted by Preach on 2008/02/14 22:43:22
...and if the inside3d folks start going on about csqc stay well away.
#6978 posted by JneeraZ on 2008/02/14 22:57:12
Heh, OK, noted.
That's why I was careful to specify vanilla Quake 1 so they wouldn't do that. We'll see.
Bummer about the HUD though. Oh well.
Skeletal Animation In Quake.
#6979 posted by Voultar on 2008/02/15 02:05:33
It can be done, with relative ease. Why haven't we seen it yet? The world may never know..
Well...
#6980 posted by metlslime on 2008/02/15 08:41:48
All we need is an engine that supports it, a file format that implements it, and a modelling program that exports it.
Actually, this sounds like the sort of thing Darkplaces would support (it loads a lot of half-life, quake3, etc. formats.)
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