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Making A Monster Spawn With A Button?
hey, im making a map to help me test my qc codes, basically i need to be able to press a button and spawn a monster. i know in a old half-life mod it was possible, press button then monster spawns. how do i do it?
Ask 
in mapping help, but alright.

You don't need qc for that.
Make a new map, make a small box of 128 x128 x128 in it.
Inside this box create a trigger teleport.(don't let it touch the box walls)
Add a teleport destination outside the small box.
Create a func_button that triggers the teleporter.
Set a monster inside the small box, flash the trigger and your monster spawns. 
 
thanks , thats what i needed, will the monster respawn again if i press the button a 2nd time?

"also i know i dont need qc for it" i need the map to test my qc. 
Post In Coding Help Next Time. 
No Update 
The tutorial shows how to do it without teleporting - faking it with qc. You then just give the monster a name and call that from the button.

Monsters can only spawn once. 
Or 
see custents.mod for the acttest.map
there's a act.qc in it that might help you 
 
where can i find this custents.mod? 
Ie 
dynamic spawn demo
multiple spawn. 
 
seems like what i need, can i find it on quake terminus or some place? 
 
 
Thanks :D sorry i figured all this was possible through mapping as it was in half-life like i said... im new to modding quake and even newer to Coding/qc thanks guys :D 
 
um download links seem to be dead. 
 
found it here to anyone who's interested.
http://www.quake-1.com/quakec-gallery/ 
 
iv been having issues getting the mod to compile correctly into my mod... "which is basic quake atm"

do i have to install everything it has, or can i install parts? 
Well 
as far a I can see you put all in a subdir under quake.
keep the progs.dat inside that directory and play it
quake -game subdir +map start

For compiling keep your own compile dir and progs.dat and hustle between the qc files, see if they don't compile an error.log.

I take the custent file to compile and add my own to it,
more the easiest way.

the general.html can help you. 
 
ok, hehe ill try some of that, because i only need some of the features that are available there not all. 
 
one more question :/ an fgd which lets me use these when making maps? where do i get it? 
Argh 
Write one ;)

Open it as a text file, it's not that difficult.

I can't remember if custents has docs for the stuff or not.

Or else you can just input the names etc. manually in WC - they still exist even if they're not in the fgd. 
 
yea, but i dont know all of the "perams" i guess you would say, i know how to add an entitie but i dont know how to give it all of the special things that tell it what to do. 
 
i guess i could open up the .maps and see if i can take it out of them . 
 
nope that dont work. 
 
i opened the map with a text editor i might be able to do it that way :D 
 
it doesnt help -.-

i know im going to have to make a new point class...

but, i cant seem to figure out what i need to put to make it work...

i tried adding multi spawn one as a flag... but, that didnt work... just screwd up my monster entities in the editor... 
 
so far this is what i got....

@PointClass(targetname) = func_spawn : "dynamic Spawn"
[
spawnmulti(integer)
wait(integer) : "Delay before reset"
spawnclassname(string)
 
which, that is all wrong, but i looked up some info and this is how it should look... and its not working... it doesnt even show up in the entitie list...

@PointClass(Targetname) = func_spawn : "func_spawn"
[
spawnclassname(string)
spawnfunction(string)
spawnsilent(integer)
spawnmulti(integer)
 
i fixed it :D i was wrong looks like this

@PointClass base(Targetname) = func_spawn : "func_spawn"
[
spawnclassname(string)
spawnfunction(string)
spawnsilent(integer)
spawnmulti(integer)
 
That does not look like QuakeC to me and I am not nearly a programmer. 
Oops 
And my early morning reading sucks... 
 
lol sorry, i dont think it is quakec, its the fgd entitie definitions, find your fgd file and open it with a text editor. 
Custents 
My custents has a "worldcraft" folder, wherein there's a quake.fgd with all the new stuff.

-> Look more closely. 
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