 Zendar Axed
#472 posted by topher [190.210.159.117] on 2017/01/30 04:34:58
ad_zendar
i have to say, the new axe make the axe only runs much more easy and quick
i shot the nour for brevity and for my sanity
http://www.quaketastic.com/files/demos/ad_zendar_topher_axe.7z
 Shell Splash
#473 posted by Pritchard [101.160.171.215] on 2017/02/01 03:43:12
Has anyone else noticed that shotgun shells make a splash sound if they land in water, but only after hitting a dry surface first? Weird.
#474 posted by dwere [109.252.223.160] on 2017/02/01 04:08:34
Grenades behave the same, IIRC.
Probably some quirk in how MOVETYPE_BOUNCE works.
#475 posted by Pritchard [101.160.171.215] on 2017/02/01 05:46:11
I am now officially requesting a mod that turns the shotgun shells into little mini grenades.
#476 posted by dwere [109.252.223.160] on 2017/02/01 08:53:19
Technically, they ARE grenades...
void(float shell_qty) Launch_ShellCasing =
{
local vector org, dir, avel;
if ( self.health < 1 ) return;
if (query_configflag(SVR_SHOTGCASE)) return;
if (self.flags & FL_CLIENT) makevectors (self.v_angle);
else makevectors (self.angles);
org = self.origin + v_up*10;
while (shell_qty > 0)
{
dir = -v_right*75 + v_forward*(random()*50) + v_up*(100 + random()*100);
avel = vecrand(0,300,TRUE);
Launch_Grenade(org, dir, avel, CT_PROJ_SHELLC);
shell_qty = shell_qty - 1;
}
};
#477 posted by Shambler [88.111.195.242] on 2017/02/01 10:49:04
I am now officially requesting a mod that gives the shotgun shells trajectory distance drop off, but also gives grunts and dbs enforcers z-awareness to compensate.
#478 posted by Pritchard [101.160.171.215] on 2017/02/02 13:25:02
What happened to mon_eel? It seems to be entirely non-existent except for one tantalizing line in the documentation. Was it cut from the release?
#479 posted by FifthElephant [82.21.157.236] on 2017/02/03 00:42:10
There was a build I tested with mon_eel, it was a projectile type monster instead of a close range style one from the expansion.
I don't remember having great things to say about the implementation in place, plus I wasn't making a level that utilised it. None of the new maps had significant water sections so I am guessing Sock considered it bloat and binned the enemy off.
#480 posted by Pritchard [101.160.171.215] on 2017/02/21 03:12:33
Is it possible to have an item resting on top of a func_breakable that falls down when said breakable is destroyed?
#481 posted by topher [190.210.159.117] on 2017/02/21 03:21:45
there are several secrets in ad maps that are exactly that
#482 posted by mukor [66.41.59.168] on 2017/02/21 03:23:59
I believe the spawnflag "Floating" on items is what youre after.
ad_necrokeep does this.
 Yap
#483 posted by Bloughsburgh [71.61.61.77] on 2017/02/21 11:55:02
Breakable targets item you want to fall. Have it start with floating flag.
#484 posted by onetruepurple [37.8.230.26] on 2017/02/25 23:15:07
 I Feel Bad
#485 posted by FifthElephant [82.21.157.236] on 2017/02/26 02:07:37
that he didnt work out the secret language of the red painted doors (with skull wings). If he just hit the first door he'd be set. Oh well.
He seemed to have enjoyed it mostly.
#486 posted by Pritchard [101.160.6.144] on 2017/03/22 11:07:34
How are we supposed to enter the path for ambient_custom_sound? Using the noise key, I tried "sound/ambience/liquid_bubble.wav", "ambience/liquid_bubble.wav" and "liquid_bubble.wav" and none of them worked.
 AFAIK
#487 posted by damage_inc [172.56.5.220] on 2017/03/22 18:22:06
All custom sounds go in "sound/" but you do not include it as part of your path.
Hence, your "ambience/liquid_bubble.wav" should work as long as it's a valid .wav file, no spelling errors and is located in the "ambience" directory inside of the "sound" directory.
This is taken from an ad_swampy custom sound entity: "ambience/woodcreak2c.wav"
Using "liquid_bubble.wav" would mean that you just have that .wav file under the "sound" directory by itself.
It's pretty straight forward so I don't know why you are having problems with it, good luck.
#488 posted by Pritchard [101.160.6.144] on 2017/03/23 00:22:18
I ended up copying an entity from ad_swampy after I decided to check it out myself, and when I put it in my map and changed which sound it played everything worked fine... Honestly not sure what I was doing wrong before but oh well...
#489 posted by Pritchard [101.160.6.144] on 2017/03/25 06:50:57
Is it possible to make it so that enemies can't see through transparent water? referring to this change:
+ sightchecks can changed based on water alpha values (water=1;solid)
#490 posted by Pritchard [137.147.25.141] on 2017/05/19 16:06:50
#491 posted by Qmaster [70.195.83.27] on 2017/05/20 00:26:17
Grenade resistance is pretty nifty
 @pritchard
#492 posted by Baker [65.60.237.219] on 2017/05/20 03:37:54
In the 50 days between your posts, you could have looked at the Arcane Dimensions source code.
Which Sock, being one of the "good guys", made Arcane Dimensions open source as deliberate decision because "it's the right thing to do", not because it was "required to do".
I'm merely pointing out you have many avenues to address your own interests here that do not rely on begging Sock to reply or say something.
 ???
#493 posted by Pritchard [137.147.25.141] on 2017/05/20 07:46:21
It's not like my most recent post was "begging" - it was just a slightly humorous 12 second long video clip.
And neither was my previous one. It was just asking if it was "possible" - as in, can it be done, and if so could you please point me in the right direction and let me do it myself?
Since then I've figured out a solution anyway, so it's not like my most recent post is me sticking my hand up and saying "hey, you forgot about me!" or something obnoxious like that.
#494 posted by Baker [65.60.237.219] on 2017/05/20 09:06:49
I was just saying that Sock kindly went out of his way to enable others to examine, change or inspect the behavior of Arcane Dimensions -- so no one had to depend on him as the only way to know what X does or even change the behavior of X.
if so could you please point me in the right direction and let me do it myself?
As a last and final resort, I would certainly help you.
But what you should really do is is a text search for the source code for the word "sightchecks" and then if you need help ask in the Coding Help thread.
There are others more experienced with QuakeC and far more familiar with the AD code that regularly post in the help threads.
 Reading Comprehension
#495 posted by Pritchard [137.147.25.141] on 2017/05/20 09:16:46
"Since then I've figured out a solution anyway, so it's not like my most recent post is me sticking my hand up and saying "hey, you forgot about me!" or something obnoxious like that."
"Since then I've figured out a solution anyway..."
"Since then I've figured out a solution anyway..."
Anyway, in the interest of making this post actually contribute to the conversation, here's how you can block AI sight through water in AD without having to recompile/redistribute the entire codebase with your map:
1. set "water_alpha" "1" in worldspawn
2. create an info_stuffcmd with:
"message" "r_wateralpha 0.5"
That's it. You'll be able to swim around undetected by those above you, unless you break the surface.
I'm a bit concerned about info_stuffcmd - I might be setting a user's settings "permanently" when I use it, which isn't great. But still, it's better than making my map require its own folder separate from AD - where it would use up far more HDD space with duplicate files etc.
#496 posted by Baker [65.60.237.219] on 2017/05/20 09:19:53
Cool. Yeah, sometimes I get caught up reading each sentence. Sorry, haha ;-)
Guilty as charged ...
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