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Armor & Health
#7832 posted by madfox on 2008/10/16 20:14:19
I wondered what the skill of player in Quake1 relates in case of health and armor.
When my health state lowers to 15 points I am close to death, but what role does armor play in this?
Does my health count lower slowly when my armor is heigh?
When my armor rate lowers to 15 it turns red, does my health count drop faster?
I can't find any reliable match in these two.
Necros
#7833 posted by JPL on 2008/10/16 20:24:07
Thanks a lot for the explanations ;)
Armour
#7834 posted by Preach on 2008/10/16 20:26:34
Armour takes a certain % of any hit and deducts those points from the armour first. The % depends on the colour of the armour, green takes 30% of a hit, yellow takes 60% and red takes 80% off the hit. If the amount of damage taken exceeds the amount of armour you have left, the excess points are deducted from health.
This does not change if your armour or health are low, the colour is only there as an indication that you're about to run out of one or the other.
MadFox
#7835 posted by JPL on 2008/10/16 20:29:39
I suggest that you test it on a test map. as example a box with a soldier + an armor. Let the soldier almost kill you (i.e health lower than 15) and then pick the armor, and check whether health is dropping down in the same way...
Otherwize you would have to explore original progs.dat decompiled qc stuff...
Maybe you could check there whether you can find something of interest: http://www.gamers.org/dEngine/quake/#QDP
#7836 posted by negke on 2008/10/16 20:49:01
I once read that in Doom it's not a bad idea to completely deplete a blue armor first and only then pick up, say, a green one, because its damage deflection surpasses the one of the lower armor regardless of the total amount of armor points the player gets. Does the Quake armors work the same way then?
#7837 posted by Spirit on 2008/10/16 20:50:16
yes
Clear
#7838 posted by madfox on 2008/10/16 21:11:38
That's a clear explanation. I 'm so involved in playing I never had time to watch what exactly happens reffering armor and health.
Mostly I only keep my health score in view, while combat takes that much concentration.
JPL- I already did, but it took quiet some time before the soldier had my armor count down. It already killed all my health before that time, so I was figuring what would be the relation between them two.
Green Armor
#7839 posted by Lunaran on 2008/10/16 21:43:47
only protects for 30%, so you're still losing two points of health for every point of armor. (Meaning, with a green armor you can die with 50% armor.) Yellow is 1:1, but you get 150 so you can still die with 50 armor, and then red is 2:1. Only with red armor do you get complete parity.
Okay, Roughly.
#7840 posted by Lunaran on 2008/10/16 21:44:10
ykwim
Coming Soon To A Living Room Near You
#7841 posted by HeadThump on 2008/10/16 23:15:13
Quake Rules AD&D
Durability
#7842 posted by Preach on 2008/10/17 01:04:11
Although it offers the least protection, green does take the most damage before it is completely gone. 250 points of damage in one go would wipe out red and yellow armour exactly(and do 50/100 hp of health damage too). 250 hp of damage in a single blow would leave a full green armour with 25 points left(although the player would need a megahealth to survive the remaining 175hp of damage).
If you imagine the 250 damage being dealt out in smaller portions over time, with healing from medpacks in between, then the numbers only change a small amount due to rounding. So the green armour will last you the longest, assuming you have the healing to keep you alive.
As a final aside, it's worth noting that when rounding occurs, the damage to armour is always rounded up, although the amount taken is also rounded up once the points from the armour are deducted. This can be important when you make new monsters with low damage attacks, as 4hp will do no health damage against red armour, similarly 2hp for yellow and 1hp for green.
Sometimes this is undesirable and should be avoided. Knight melee attacks are random between 0 and 9 damage per frame, with an expectation of 4.5 and heavy weighting towards the center. This means they tend to do more armour damage than you might expect from just looking at the total output of damage. The randomisation also means that they don't always do just armour damage to a red armoured player.
On the other hand, in Quoth the pyro does even lower damage per hit, but may hit the player two or three times per frame. This, along with the health pack it drops, helps solidify it's role as an armour stripping monster: after a fight the player will often be as healed or moreso than when they began, but hopefully with a drop in armour protection.
Converting Quake 1/Counter-Strike Geometry To Quake 3 Arena.
#7843 posted by 8IronBob on 2008/10/19 14:50:42
I have a bit of an issue here. There's a map that I have built a nice map in CS:CZ not too long ago, using Valve Hammer v3.5, and now I'm looking to port that geometry to GTK Radiant to be built for Q3A. However, I have an issue where the geometry doesn't seem to take, for some strange reason. Does someone know how to get the map geometry to be recognized from Hammer in GTK Radiant for uses for games other than it was originally built for? Any assistance is greatly appreciated. Thanks.
8IronBob
#7844 posted by Preach on 2008/10/19 19:49:10
The .map files follow different formats in later versions of Hammer, even though they have the same extension. You might be able to convert from one map format to another using QuArK, if I remember rightly.
Custent
#7845 posted by madfox on 2008/10/20 19:39:47
Is there a manner to get rid of the funny counter turning in the path_rotation?
I've managed to get a rather long track in a map with these infopoints, but for some reason the object always turns in counterangle when passing the 360-grid.
I could hide this path rotation, but I wondered for another solution.
Maybe it isn't possible, otherwise it wouldn't be there in the custent with that hide-away turn.
MadFox
#7846 posted by Preach on 2008/10/21 20:55:27
The angle turning code probably doesn't deal with the case near 360 degrees elegantly, it can be tricky. It's possible that you'll get better results by setting the target angle to be 360 greater than it is. For example, to turn from 330 to 15 degrees the short way, rotating only 45 degrees in-between, you might want to specify the target angle as 375 rather than 15. I've never tested to see if that helps, but I can imagine some ways of writing the code where it would.
You might also try adding additional in-between path_corner entities with angles and positions between the desired start and end points. This might help it work out which direction you want to see it rotate.
#7847 posted by metlslime on 2008/10/21 21:33:34
it might be designed to always turn the shorter direction, so if you try to rotate 270 it will rotate -90 instead. So preach's suggestion might solve that.
Turn
#7848 posted by madfox on 2008/10/22 00:53:16
I made some testing maps to see why that hide away corner was added.
When making a square with four path rotation, evidently as 90 -180 270 and 360 the last point to 0 or 360 makes a counterclock point.
I tried to overide it with random degrees but the turning always occurs, clockwise or counterclockwise.
When marking with an angle the object gets straightened to that angle, no angle makes the object collide to the new angle.
For sofar I can follow the logic, but as for sitting in a plane it is strange to see the the object fly turning wrong.
Yeah!
#7849 posted by madfox on 2008/10/22 02:03:17
Inded, the 375 worked. There I go with my 360 round.
Quoth2 Issues (sound + Func_hordespawn)
#7850 posted by JPL on 2008/10/23 20:58:51
Sound Issue
I have a problem switching on/off sounds using play_sound_trigger. I would like to obtain something like this:
- sound 1 is triggered on payer start (it is a loop)
- sound 2 is triggered by a button push, using the same channel as sound 1, hence it should override it.
The effect must sound like a bigmachine sound, that is stopped when the button is pushed... like rotor speed slowing down.
I noticed 2 problems:
1/ when sound 1 is triggered, but the player cannot hear it as too far away (at the beginning of the map, as the player shall enter a base to hear it), then sound 1 is not played, or cannot be heared, not even when close to the source. Pushing the button allows sound 2 to be played as expected
2/ Then I tried to trigger sound 1 close to its source, then it loops without problems, but sound 2 is played, but does not override sound 1
Any idea ??
func_hordespanw Issue
As said in the tutorial, when triggerd, func_hordespawn must spawn monsters that are aware of the presence of the player... but it is not the case in my map: monsters are stucked and wait to see the player before being angry... like if ambush flag has been set.. weird..
Any idea ??
For Hordespawn
#7851 posted by Lardarse on 2008/10/23 21:45:35
try setting SPAWN_ANGRY on the spawner... and it should pass it to the monsters
Re 7850
#7852 posted by necros on 2008/10/24 00:27:58
1/ when sound 1 is triggered, but the player cannot hear it as too far away (at the beginning of the map, as the player shall enter a base to hear it), then sound 1 is not played, or cannot be heared, not even when close to the source. Pushing the button allows sound 2 to be played as expected
this is a limitation of the quake engine. only looping sounds set up at map spawn time will play properly. looping sounds that are out of the player's range will be cleared from memory.
the only way to do it is to make the looping sound loop manually with play_sound_triggered, setting the toggled flag and setting the 'wait' to the appropriate duration.
as for func_hordespawn/info_multispawn
i believe the monsters spawning awake feature of the entity is broken in quoth2.
you are supposed to be able to set the 'awake' key to '1' and make monsters go after you.
Anger!
#7853 posted by Preach on 2008/10/24 02:21:55
The awake key doesn't work, even though it is advertised, but lardarse is correct that setting SPAWN_ANGRY on the info_multispawn or info_groupspawn will pass that flag on to any monsters spawned. Probably the forthcoming fix to the awake key will be to apply the same effect as the spawnflag, so give it a go.
I should warn now that there is a subtle bug with the info_multispawn and this spawnflag: it looks for the "activator" at the time of spawning the monster when deciding who to get mad at. The problem is there can be a delay between the activation of an info_multispawn and the actual spawning of the monster(why else would you use one over the teleport spawnflag?). The "activator" might change in that time, in which case the monster could end up mad at the wrong player, or not at all if activator isn't a player. info_groupspawn should be safe from this, and it will be fixed in the next release.
Necros / Preach
#7854 posted by JPL on 2008/10/24 08:28:34
Thanks a lot for the infos: I'll give a try this morning to:
Sound as necros described... and if does not work, I could simply change the effect.. not a big deal :P
Func_hordespawn: well if not possible to make monsters anger easily (i.e at least for those that need to, and not all spawned monsters), I will simply remove it and replace it by normal triggered monsters.
Thanks men: you rock ;)
Spawnflag
#7855 posted by Preach on 2008/10/24 15:48:21
The spawnflag goes on the info_groupspawn(which is the new name for a func_hordespawn), so you can do it selectively - only on the ones for which need awake monsters. So what you would like to do is possible, the bug I described doesn't apply to what you want to do.
More Sound Issue
#7856 posted by JPL on 2008/10/24 17:21:13
I tested the wait field in play_sound_triggered, and it worked well. I had to remove loop indicator in the .wav sound to make it properly. Well, the result is quite acceptable, while there is a small sound break (around a 10th of a second) when the sound is triggerd again, and sthen restarted... maybe an engine issue... :/
BUT, it is not yet possible to stop it with another signal that overrides it onto the same channel, I guess it is a Quoth issue there...
So I removed the wait field, and added a trigger_delay that loops on the initial trigger with the exact sound duration for the delay field, enabling the sound loop as it triggers again the play_sound_trigger.
Using a button push, it allowed me to kill the trigger_delay, then breaking the loop: as a result the second sound can be heared: done !!!
Don't know if it is clear :P
Well, I still have some minor improvement to add in order avoid some sound glitches, but at least it works ;)
Still have to work on spawning ;)
Thanks a lot for the help provided :D
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