Attenuation
#3488 posted by Preach on 2024/11/24 22:14:26
Also how can I edit ATTN_NONE ATTN_NORM ATTN_IDLE etc?
The good news is that while the values of
ATTN_NONE/ATTN_NORM/ATTN_IDLE/ATTN_STATIC make it look like there are just discrete values for attenuation, actually the final parameter to sound is a float, and you can supply any decimal starting at 0.0 and going up to (but not including) 4.0.
One of the confusing things is getting a handle on exactly how the scale works. It's actually a backwards scale - the higher the number, the smaller the distance that the sound travels. ATTN_NONE is the absence of attenuation, which means that the sound transmits across the entire level at full volume. If you still want a drop off, but slower than normal sounds, why not try a value of 0.5 instead of ATTN_NORM?
Tiny detail: ATTN_NORM and volume of 1.0 do have a magic benefit compared to other values, although it's a fairly minor one. They actually require less network bandwidth to transmit in a packet, because they are regarded as the "baseline" values, and the protocol only transmits variation from the baseline. In single player scenarios this doesn't make a difference, but it's an interesting quirk to note.
Thx Preach
#3489 posted by ranger on 2024/11/30 16:53:17
For Monster Vs Monster teams I believe the Qreate mod added monster teams, and a few other misc mod did too?
"Across the map, team A fights with team B, even when the player is nowhere nearby. A victorious team emerges in each fight, and for the player the only evidence of all this groundbreaking AI is a pile of corpses from team A, and some half-health monsters from team B."
actually this is perfectly fine for my mod!
Attenuation
#3490 posted by ranger on 2024/11/30 16:58:51
I presume the values are?
ATTN_NONE 0.0
ATTN_NORM 1.0
ATTN_IDLE 2.0
ATTN_STATIC 3.0
and is there a chart for how far Attenuation value affects sound range?
-
so to make sure
sound (self, CHAN_WEAPON, "enforcer/enfire.wav", 1.00, ATTN_NORM);
1.00 is the volume & I can change ATTN_NORM to a number?
so
sound (self, CHAN_WEAPON, "enforcer/enfire.wav", 0.50, 0.1);
means half volume but 10x the sound range?
and I can also use 0.01 for 100x the range?
Teams Also
#3491 posted by ranger on 2024/11/30 17:22:32
Do I have to add .float monster_team to defs.qc?
and/or add monster.monster_team to each monster in the mod?
Sounds Right
#3492 posted by Preach on 2024/11/30 21:22:42
Your code looks correct. I can't quantify exactly how much further the sound goes when you set attenuation to 0.1, but it will be a long way. Give it a try, and you can always adjust it later.
I'd recommend downloading the source code for Qreate and see how they did it. I mentioned that the built-in function in the Quake engine is called "checkclient", and the function which calls it in QuakeC is called "FindClient" found in the ai.qc file. If you look for that in the mod source, you should get some idea how they did it.
Adding field definitions to the bottom of defs.qc is a good choice. You should only define a field once. It can be used from that point onwards in the compilation. defs.qc is a particularly good choice because it's usually the FIRST file to be compiled, so all your code will be able to see the definition.
Compiler For QC?
#3493 posted by ranger on 2024/12/01 08:05:31
noob question, but how do i compile the QC code to progs.dat?
Resources
#3494 posted by Preach on 2024/12/02 21:14:57
The short version:
https://quakewiki.org/wiki/Compiling_QuakeC
The slightly longer version with an example to try out and check you got it working:
https://www.quaddicted.com/webarchive/minion.planetquake.gamespy.com/tutorial/tutor7.htm
The two differ in which compiler they recommend. I agree with the recommendation in at the first link, FTEQCC is the better of the options.
I'm So Confused With The Monster Team/faction Code
#3495 posted by ranger on 2024/12/14 06:42:12
this is what I have/did - in monsters.qc (and does this also solve infighting?)
void() AssignFaction =
{
if (self.classname == "monster_ogre" || self.classname == "monster_fiend") {
self.faction = "Goliath";
} else if (self.classname == "monster_knight" || self.classname == "monster_dog" || self.classname == "monster_hell_knight") {
self.faction = "Juggernaut";
} else if (self.classname == "monster_shambler" || self.classname == "monster_wizard" || self.classname == "monster_zombie") {
self.faction = "Atlantean";
} else if (self.classname == "monster_enforcer" || self.classname == "monster_soldier1") {
self.faction = "Goliath"; // Adding Enforcer and Soldier to Goliath
} else if (self.classname == "monster_demon1" || self.classname == "monster_scrag") {
self.faction = "Juggernaut"; // Adding Demon1 and Scrag to Juggernaut
} else if (self.classname == "monster_tarbaby" || self.classname == "monster_shalrath2") {
self.faction = "Atlantean";
}
// If a monster isn't listed, it won't have a faction.
// Default faction if none assigned above (optional)
if (self.faction == "")
self.faction = "Neutral"; // Or choose a default team
};
void () monster_use =
{
// ... (Existing code for health and target checks)
// Team Check
if (activator.classname != "player" && activator.faction != self.faction && activator.faction != "Neutral" && self.faction != "Neutral")
{
self.enemy = activator;
self.nextthink = time + 0.1;
self.think = FoundTarget; // Make sure FoundTarget is defined
return;
}
// ... (Existing code for player attack)
};
Also How Does Dynamic Light Work?
#3496 posted by ranger on 2024/12/14 12:20:42
I can't find how the rocket emits light?
(trying to use as a reference to see how to attach dynamic light to objects using qc)
but there's no reference to any "light" in weapons.qc?
@ranger
#3497 posted by metlslime on 2024/12/14 23:16:37
That one is actually hard-coded in the engine, any model file with EF_ROCKET flag will get a rocket smoke trail and have a dynamic light attached to it. The flag can be set in model editors like qME.
But a glow can also be added in QC, for example enforcer lasers are implemented that way. Check out LaunchLaser in enforcer.qc for an example.
@metlslime
#3498 posted by ranger on 2024/12/15 18:52:32
seems I cannot find the setting in qc for the weapons/r_exp3.wav?
there's only a BecomeExplosion, but I don't see any sound attached.....
@ranger
#3499 posted by metlslime on 2024/12/17 11:56:21
weapons/r_exp3.wav seems to be directly called by some explosions in QC. But for rockets, it's hard-coded in the engine as part of TE_EXPLOSION
@metlslime
#3500 posted by ranger on 2024/12/17 18:29:36
oh so cannot adjust attn for explosion sound?
wanted explosion sound range to go further
Dynamically Spawn/replace Items?
#3501 posted by ranger on 2024/12/17 18:34:29
I saw some mods do this IIRC but it seems complex because quake has a "compiler order" it seems?
I can't have health kits spawn nearby enemies because it would say monster_zombie() is unknown but i cann't move monster_zombie.qc higher up in the "compiler order" because it then has multiple errors?
basically I want the game to have a chance of dynamically spawning nearby zombies at health kits - and it should by realtime/so works with any map
Forward Declaration
#3502 posted by Preach on 2024/12/19 16:41:40
What you need is a forward declaration of void monster_zombie().
https://en.wikipedia.org/wiki/Forward_declaration
Then you can keep zombie.qc lower in the compiler order and use it with healthkits.
For your explosion, you could maybe opt into the mission pack features and use TE_EXPLOSION2 which I think is silent so you can pair it with your own sound. Otherwise there's a hack posted by a scoundrel called Preach in the previous pages of this thread
https://www.celephais.net/board/view_thread.php?id=60097&start=1911&end=1935
@Preach
#3503 posted by ranger on 2024/12/22 11:58:49
is TE_EXPLOSION2 and such values, hardcoded?
got it, I see "Burst Of Particles"
is there a code number guide for palette colors? or I gotta count them manually?
--
also something is up with ATTN_STATIC and such for sounds? I tried setting the attn value for a sound to like 5 or 10 but seems no effect? the sound seems to still travel very far? but if i set it to ATTN_STATIC the range is reduced
Also This Is A Persistant Bug I'm Getting
#3504 posted by ranger on 2024/12/22 15:58:31
(trying to spawn new items/models dynamically in maps)
host error
pf precache can only be done in spawn functions?
Palette And More
#3505 posted by Preach on 2024/12/22 18:53:40
https://quakewiki.org/wiki/Quake_palette
Attenuation values wrap around when you hit the limit, so 1 = 5 = 9 etc. Don’t go above 4.
You can only precache at the first frame. You might need to rewrite the spawn function as multiple functions. One function to just precache things, one to actually create the entity without precache. The latter can be run at any time. But you must run the precache function on the initial frame somehow any time you might run the spawn function.
About Factions Revisted
#3506 posted by ranger on 2024/12/22 19:56:15
my quakec code not working? seems no effect ingame - all monsters still are all teams with each other against the player. (I even added AssignFaction() to every monster and confirmed the monsters are on the correct teams ingame)
in monsters.qc
void () monster_use =
{
if (self.enemy)
return;
if (self.health <= 0)
return;
if (activator.flags & FL_NOTARGET)
return;
//if (activator.classname != "player")
// return;
if (activator.classname != "player" &&
activator.faction != self.faction &&
activator.faction != FACTION_NEUTRAL &&
self.faction != FACTION_NEUTRAL)
{
self.enemy = activator;
self.nextthink = time + 0.1;
self.think = FoundTarget;
return;
}
self.enemy = activator;
self.nextthink = time + 0.1;
self.think = FoundTarget;
};
void() AssignFaction =
{
if (self.classname == "monster_shambler" )
{
self.faction = FACTION_A; //1
}
else if (self.classname == "monster_army" )
{
self.faction = FACTION_B; //2
}
else if (self.classname == "monster_tarbaby")
{
self.faction = FACTION_C; //3
}
else if (self.classname == "monster_dragon")
{
self.faction = FACTION_D; //4
}
// Default faction if none assigned above
if (!self.faction)
self.faction = FACTION_NEUTRAL; //0
}
in ai.qc
float(entity targ) MonsterCheckEnemy =
{
// Invalid or dead targets
if (!targ || targ.health <= 0)
return FALSE;
// Always target players
if (targ.classname == "player")
return TRUE;
// Don't target same faction
if (targ.faction == self.faction)
return FALSE;
// Neutral faction doesn't fight anyone except players
if (targ.faction == FACTION_NEUTRAL || self.faction == FACTION_NEUTRAL)
return FALSE;
// Different factions will fight
return TRUE;
};
float () FindTarget =
{
local entity client;
local float r;
if ((sight_entity_time >= (time - 0.10)) && !(self.spawnflags & 3))
{
client = sight_entity;
if (client.enemy == self.enemy)
return (FALSE);
}
else
{
if ((active_probes != FALSE) && (random () < 0.50))
{
beef = find (world, classname, "hologram");
if ((beef != world) && (beef.holo_owner.flags != (beef.holo_owner.flags | FL_NOTARGET)))
client = beef;
else
client = checkclient ();
}
else
client = checkclient ();
if (!client)
return (FALSE);
}
if (client == self.enemy)
return (FALSE);
if (client.flags & FL_NOTARGET)
return (FALSE);
// Add faction check
//if (client.faction == self.faction || client.faction == FACTION_NEUTRAL || self.faction == FACTION_NEUTRAL)
// return (FALSE);
if (!MonsterCheckEnemy(client))
return FALSE;
r = range (client);
if ((r == RANGE_FAR)) //out of range
return (FALSE);
if (!visible (client))
return (FALSE);
if (r == RANGE_NEAR)
{
if ((client.show_hostile < time) && !infront (client))
return (FALSE);
}
else if (r == RANGE_MID) //combat range max
{
if (!infront (client))
return (FALSE);
}
self.enemy = client;
if ((self.enemy.classname != "player") && (self.enemy.classname != "hologram"))
{
self.enemy = self.enemy.enemy;
if (self.enemy.classname != "player")
{
self.enemy = world;
return (FALSE);
}
}
FoundTarget ();
return (TRUE);
};
#3507 posted by ranger on 2024/12/22 19:59:56
To clarify all that code doesn't seem to work...
ingame monsters on the same side will infight if accidentally hit by teammates,
and will not automatically attack other monsters in other factions
Application
#3508 posted by Preach on 2024/12/22 23:01:23
Your MonsterCheckEnemy needs to be running in T_Damage to have an effect on infighting. And there’s nothing in your FindTarget that ever makes “client” a monster, because checkclient only yields players. So there’s no chance of fighting breaking out spontaneously.
@Preach
#3509 posted by ranger on 2024/12/23 06:39:20
"Your MonsterCheckEnemy needs to be running in T_Damage to have an effect on infighting. "
"And there’s nothing in your FindTarget that ever makes “client” a monster, because checkclient only yields players. So there’s no chance of fighting breaking out spontaneously. "
Can you explain these 2 points in more detail? or provide code snippets? I'm still new to this
T_Damage
#3510 posted by ranger on 2024/12/23 08:12:30
nvm I got the prevent faction infighting in - based on the area that you mentioned before in combat.qc/T_Damage
FindTarget
#3511 posted by ranger on 2024/12/23 15:34:31
I tried adding this , and different monsters in different factions do fight, but strangely only when they first took damage from the player
//>>> If no player found, look for monsters
if (!client)
{
//client = find(world, flags, FL_MONSTER);
client = find(world, classname, "monster_*");
while (client)
{
if (client != self && MonsterCheckEnemy(client))
{
r = range(client);
if (r != RANGE_FAR && visible(client) &&
(r == RANGE_NEAR || infront(client)))
{
break;
}
}
//client = find(client, flags, FL_MONSTER);
client = find(world, classname, "monster_*");
}
}
No Wildcards
#3512 posted by Preach on 2024/12/26 12:46:54
I had to wait for a chance to research this. Can now confirm that “find” does NOT support wildcards, so your code is still not ever finding monsters. Unsure how you are ever getting spontaneous fights but it isn’t via the planned route. Here’s a function that will help, it’s a hand-rolled search for a flag that fits your commented out line of code.
entity (entity start) findNextMonster = {
local entity e;
e = start;
while ( (e = nextent(e)) ) {
if( e.flags & FL_MONSTER) {
return e;
}
return world;
}
}
It might be better to build a bit more structure around it if you want something akin to checkclient, like a global that stores the candidate monster, which is rotated once a frame in StartFrame(). And don’t forget that checkclient does a visibility check which is up to you to handle on the monster side.
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