Gauruntee
#8378 posted by ijed on 2009/04/01 03:50:34
But that's not right either. There's what comes from learning to read from the Beano.
Hmm
#8379 posted by nonentity on 2009/04/01 04:17:39
one of my drowsy crazy spells
I get those too ;) But I misunderstand posts more than miscommunicate...
Hmm
#8380 posted by nonentity on 2009/04/01 04:20:10
But yeh, iirc FC used to release all his map textures as WADs for others to use too. If you can't get hold of him I honestly think he'd be pleased if you used them. Guarantee'd.
Ok, Thanks For The Guaran't :O
#8381 posted by meTch on 2009/04/01 04:26:30
ill keep looking see if he's listed anywhere before i break stuff trying to collect the textures though
//i feel like a creep when looking for e-mails and stuff like that though :S
If Its Any Constelation (ha)
#8382 posted by RickyT33 on 2009/04/01 10:27:34
I nicked my skybox from someone, I cant even remember who, and modified it.
#8383 posted by JneeraZ on 2009/04/01 11:51:40
I have a WAD editor I'm working on that can extract the textures from a BSP file. If you email me the BSP, I can extract a WAD for you and mail it back.
#8384 posted by Trinca on 2009/04/01 12:25:03
Willem texmex do that! :)
#8385 posted by JneeraZ on 2009/04/01 12:37:45
Oh. Well, then he should have no problems getting the textures out. :)
I Think...
#8386 posted by metlslime on 2009/04/01 21:10:30
he was looking for permission, not the technical means to do it.
#8387 posted by JneeraZ on 2009/04/01 21:13:02
My mistake then. Didn't read carefully enough.
Hmm
#8388 posted by nonentity on 2009/04/01 21:16:21
Yeh, but the line about trying to extract them without breaking things implied a need for software linkage...
What tool you making Willem? Or is this a new feature of Toetag?
Hmm
#8389 posted by nonentity on 2009/04/01 21:17:47
I have a WAD editor I'm working on
I win reading
#8390 posted by JneeraZ on 2009/04/01 21:22:28
I'm redoing ToeTag as an editing suite so it'll have a level editor, WAD editor, MDL editor, PAK editor, and a bunch of other stuff. It's a longer term project but it's steaming along.
I want to also add stuff like editing sprite files, QuakeC editing/compiling, etc.
I Got Them Out Though
#8391 posted by meTch on 2009/04/01 22:06:29
i was expecting more of a challenge, texmex is fast
i found an email for on the web comic he is doing (http://emotel.comicgenesis.com/)but if i do not get a replay ill most likely just use them w/o discreetness to see if i get a hollah
anyways, ToeTag looks cool from the screen shots i have seen, is it still only for mac things though?:O
anywaysanyways, thanks for the helps, cos this did help..in some way :D
Solanum Everywhere
#8392 posted by enki on 2009/04/01 23:41:29
Can someone point me in a direction here... I need to get a few zombies (and by a few I mean a horde) to play dead until triggered, ambushed, whatever, then get up, rise from the grave as it were, and start attacking.
Crucifying them is fun and all but gets boring after awhile. I'd like to try some necromancy.
Thoughts?
Code Needed
#8393 posted by ijed on 2009/04/01 23:59:31
Think This Should Be In The Coding Thread But:
#8394 posted by meTch on 2009/04/02 00:07:24
wait, are you the same guy i told the half-zombie idea to? but i digress:
http://www.gamers.org/pub/idgames2/quakec/monsters/
has some zombie stuff in it, it *might* have what you are looking for, but if not than maybe look for the zerstroer source, it has that kind [i guess i mean they do wait till a trigger or somfin then the rise ...right?
http://retroquake.planetquake.gamespy.com/blog/?p=177
Hm
#8395 posted by ijed on 2009/04/02 00:11:57
Zombies...
#8396 posted by necros on 2009/04/02 00:17:54
would it be possible to do this:
1. make normal zombie.
2. make a func_door with the skip texture right on the zombie's hitbox.
3. make door 'startopen' so that it spawns in the ground under the zombie.
4. make trigger_hurt over zombie with enough damage to make it fall
(at a certain level of damage, the zombie is coded to fall down 100% of the time)
5. right after, killtarget trigger_hurt
6. trigger door to 'open' so it is now blocking the zombie from standing.
(there's code to check whether a zombie can stand or not and will not do so if blocked)
7. when ready, killtarget the door and the zombie will stand up again.
it's really complex, but it could be used if you had a one off thing somewhere and didn't want to code anything up.
Oops Sorry Ijed :S I Musta Typed And
#8397 posted by meTch on 2009/04/02 00:22:40
posted at the same time you did :S
necros looks like hes got his act together :O
Simplification
#8398 posted by Preach on 2009/04/02 00:26:36
I'm pretty sure you could swap the door setup for a wall that blocks the zombie the whole time, which you then killtarget when you want the zombie to wake up. It'll still fall down from damage if it is blocked.
Free Pro Tip
#8399 posted by Preach on 2009/04/02 01:42:02
If you place the func_wall so that it covers the origin of the zombie, then you can prevent splash damage from killing the zombie. Direct hits will still be fatal though, so be careful about letting the player kill the zombies before they get woken up, since that will leave an invisible wall which players might hit.
It might be possible to circumvent that problem by setting the touch function on the wall to knight_die3*. It depends on there being no touch event generated between wall and zombie, both if the zombie tries to stand up and anything sets force_retouch. I think the first case is actually safe, but not so sure about the second. Walking through a teleporter sets force_retouch, so a testmap could be made easily.
* Astute readers may have expected SUB_Remove here instead of knight_die3. The reason we use the latter is that you must not remove entities during a touch function. So instead we use part of a monster death sequence, which does nothing but change the frame(no effect on a skip textured wall) except to make the entity non-solid.
#8400 posted by enki on 2009/04/02 06:23:42
ijed & meTch: Thanks. I'm going to end up doing some code in this project anyway, this may be a good start for it.
necros, Preach: That is absolutely dizzying. I considered a group of events for this but couldn't come up with a reliable sequence. :\
OK this gives me a lot of experimentation in both directions. Thanks again :D back to Radiant to try to make some magic happen.
I Myself Have Come Up Witha Triggery Problem In
#8401 posted by meTch on 2009/04/02 06:25:10
the mid'st of the nite, is it possible to make a trigger_push blow you [uh huhuh uuuuh huh huh]in a slant-y-diagonal-y direction? im in QuArK dong this, i tried to set so a first push would blow you [heh heheheh heh heheh] upward, and a second one above it to the side, but it didn't quite work
[huh huh hu he said blow]
//sorry it has nothing to do with zombies not standing up though :S
I Think:
#8402 posted by necros on 2009/04/02 07:21:50
use 'angles' instead of 'angle' and set as a vector.
|