Player Backpack And Ghost Medkit
#9594 posted by negke on 2010/03/28 11:50:01
"classname" "info_notnull"
"think" "PlaceItem"
"nextthink" ".3"
"touch" "BackpackTouch"
"model" "progs/backpack.mdl"
"modelindex" "##" // look it up on the edicts list
"ammo_shells" "##"
"ammo_nails" "##"
"ammo_rockets" "##"
"ammo_cells" "##" // if 0, just leave the field out
"items" "##" // values from defs.qc, e.g. 32=RL
"netname" "abc" // for the 'You got the abc' message if weapons are given
For this to work properly in DP, you may need to add "maxs" "16 16 56".
Obviously, you can't give the player health through a backpack. But you can put an invisible medkit in the same spot so it gets picked up automatically.
"classname" "info_notnull"
"think" "PlaceItem"
"nextthink" ".3"
"touch" "health_touch"
"healtype" "#" // 0 or 1 for <100, 2 for <250 (MH)
"healamount" "###"
"model" "maps/b_bh25.bsp" // if precached - or use backpack/player.mdl instead for the bbox
Leaving the modelindex field out will make the item invisible, yet still functional.
Again, "maxs" "32 32 56" for DP and, if you want it not to play the health pickup sound, "noise" "misc/null.wav".
Quoth Compatibility
#9595 posted by negke on 2010/03/28 12:07:29
Keep in mind though that Quoth 2 handles some of the models differently, which results in different modelindex values. So unless you add a Quoth detection system, a backpack that shows properly in id1 will use a different model in Quoth 2 (and vice versa, even though this isn't really a problem).
Also, the second "maxs" field in the post above should read "16 16 56" of course.
Maxs
#9596 posted by negke on 2010/03/28 12:10:10
Gah. Actually "32 32 56" is correct.
Hrm
#9597 posted by rj on 2010/03/28 13:14:44
what goes wrong in DP without maxs being set?
used backpacks for ammo in the speedmap i did earlier this week but didn't know about that
#9598 posted by negke on 2010/03/28 13:51:21
I encountered an issue in my coag map where you couldn't pick up the item in DP if it didn't have the maxs field. However, I actually can't remember if it was a backpack or another item. I just tried another map that has a backpack without said field and it worked in DP. So I'm not sure if it was just something related to the DP build I used back then or a mistake on my part. Sorry for the confusion.
Negke
#9599 posted by JPL on 2010/03/28 13:57:15
Awesome trick !!!
Lol
#9600 posted by madfox on 2010/03/28 23:49:04
I tried to give the sewrpent a squaddamage backpack. Think I didn't knew it was a serpent.
http://members.home.nl/gimli/quaddama.jpg
Then
#9601 posted by madfox on 2010/03/28 23:54:47
I copied the void()BackPackTouch and DropBackPack function as new in ITEMS.QC
as I couldn't see a skeleton dropping one.
Its own weapon makes more sense.
http://members.home.nl/gimli/backpak.jpg
Cool Stuff
#9602 posted by ijed on 2010/03/29 01:30:08
#9603 posted by necros on 2010/03/29 08:51:23
would anyone be interested in like a gui that takes the place of a batch file?
i making one for myself, but if people want it, i'll make it pretty looking and bug test it.
^^^
#9604 posted by necros on 2010/03/29 21:51:00
mm, i guess that's what i get for posting so late at night...
what i meant was a gui that compiles q1 maps. i would allow you to easily toggle stuff like -fast and such and move your files around and such.
I'd Be Interested
#9605 posted by rj on 2010/03/29 21:52:19
#9606 posted by necros on 2010/03/29 21:56:52
cool, maybe in like a couple of days. fyi, it's just visual basic, cause i don't actually know how to program. ^_^;
Map Building On Linux
#9607 posted by [Jimbo] on 2010/03/29 22:41:32
Hi Guys,
I think this has been asked before but atm I can't find the answer...
Are there Quake Map Build tools that can be run on Linux?
Thanks,
jimbo
#9608 posted by negke on 2010/03/30 21:40:02
Editors: Quest, Gtkradiant
Compilers: Bengt Jardrup's tools work fine on Wine. gb ported some of them to Linux once, but I don't have a link at hand.
As Mentioned
#9609 posted by necros on 2010/03/30 22:57:28
here's the compiler gui i was talking about...
instructions to use it are on this page:
http://shoresofnis.wordpress.com/2010/03/30/ne_q1spcompilinggui/
most of the stuff should be fairly obvious, but the 'instructions' are lengthy and pretty verbose. ask if anything explodes though.
Looks Nice
#9610 posted by rj on 2010/03/31 00:31:37
two things though..
the vis option should be 'level 4', not 'level4', get an error with the latter
'+map whatever' should just be added automatically behind the scenes rather than requiring to be typed in. if you've selected the 'run quake' option you probably aren't going to want to load a different map to the one you're compiling :)
and it needs an icon ;)
Hrm
#9611 posted by rj on 2010/03/31 01:01:03
thinking about it, that second thing should probably account for more than just mapname, and figure out the gamedir/path as well, based on what is set as the output folder. is that something that would be easy to do?
say if i keep my created bsps in id1/maps/other, it would do '+map other/[mapname]'
yet if someone decided to put them in quoth/maps/other, it could work out that '-game quoth +map other/[mapname]' would need to be entered...
Making Hlwad's
#9612 posted by roblot on 2010/03/31 01:42:23
This works for me
1. Make a "logs" folder inside the
wordcraft\textures folder.
2. Create a new .txt document in same folder,
and copy the following:
wadconv.exe -wad2hl mywad.wad>logs\mywad.log
exit
3. Rename the .txt document to:
mywad.bat
4. Rename any .wad your converting to:
mywad.wad
5. Then rename it zerstorer.wad or whatever it is.
Don't know about Win7 though.
#9613 posted by Zwiffle on 2010/03/31 01:45:02
You can (should be able to) do all the renaming stuff in the .bat too, using parameters and whatnot so you don't have to do so many manual renamings.
Thank You
#9614 posted by GibFest on 2010/03/31 01:55:28
That worked great.
Err
#9615 posted by roblot on 2010/03/31 02:21:37
Step 5 should be...
5. Double click mywad.bat
6. Then rename it zerstorer.hlwad or whatever
it is.
Rj
#9616 posted by necros on 2010/03/31 03:15:56
regarding +map, you're right, it should probably just do that automatically.
but for things like -game or whatever, i don't want to add any automation because each engine does it differently.
say if i keep my created bsps in id1/maps/other, it would do '+map other/[mapname]'
yet if someone decided to put them in quoth/maps/other, it could work out that '-game quoth +map other/[mapname]' would need to be entered...
but say for example, i wanted to run a mod folder outside of quoth (so you can make your own pak files), fitzquake has -quoth, but darkplaces uses multiple -game
so if you were running a mod folder of quoth, you'd do:
fq -quoth -game mod +map map
dp -game quoth -game mod +map map
also, the output folder wouldn't be a quoth folder, so there's no way for the program to tell if it's a quoth map or just a normal mod map.
as for the problem with vis -level 4 vs level4, i just put those in quick. you can edit any of those buttons by right clicking them and choosing 'edit', so the gui should work with all compilers.
#9617 posted by rj on 2010/03/31 13:02:46
as for the problem with vis -level 4 vs level4, i just put those in quick. you can edit any of those buttons by right clicking them and choosing 'edit', so the gui should work with all compilers.
ah right, missed that bit 8)
fair comments on the mod folders i guess. quoth was just the first example that came to mind but forgot you could use external directories with it. i'd still love the folder within 'maps' to be picked up though as well as the name as i keep all of my own maps in '/other'
Linux Map Build Tools
#9618 posted by [Jimbo] on 2010/03/31 21:56:37
Thanks negke
I managed to find this site: http://tldp.org/HOWTO/html_single/Quake-HOWTO/
which has the port of bjptools you mentioned.
Doing good with that so far.
Have you tried running hammer in wine?
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