 Outdoor / Indoor (Tastes Good / More Filling)
#3478 posted by [Jimbo] on 2005/03/29 09:18:09
I'm working on an inside/outside transition area
in a Q1sp and I was wondering if anyone knows
of a tutorial that adresses Facades and/or
outdoor areas.
Suggestions of maps to look at as examples
would be a help as well.
(wow we have a preview button :)
 QuakeC Help
#3479 posted by blagger on 2005/03/29 13:37:19
I need some help again, please.
I am still playing with the code stuff and have been trying out some monster amendments. I am trying to get my monsters to duck when being fired on and have found a tutorial at AI Cafe. But when I try adding the code to the .qc files, compile fails. I can comment out various lines so can see which 'seem' to be causing the problem.
Can one of you coding gurus spot a problem here:
void() enf_duck1 =[ $paind4, enf_duck2 ] { ai_face(); self.solid = SOLID_NOT; };
void() enf_duck2 =[ $paind5, enf_duck3 ] {};
void() enf_duck3 =[ $paind6, enf_duck4 ] {};
void() enf_duck4 =[ $paind7, enf_duck5 ] {};
void() enf_duck5 =[ $paind7, enf_duck6 ] {};
void() enf_duck6 =[ $paind7, enf_duck7 ] {};
void() enf_duck7 =[ $paind7, enf_duck8 ] {};
void() enf_duck8 =[ $paind7, enf_duck9 ] {};
void() enf_duck9 =[ $paind7, enf_duck10 ] {};
void() enf_duck10 =[ $paind7, enf_run1 ] { self.solid = SOLID_SLIDEBOX; };
The above is in the enforcer.qc and then below goes in the ai.qc
if (self.classname == "monster_enforcer" && time < self.enemy.attack_finished && random() < 0.25)
{
enf_duck1();
return;
}
and the above goes immeditely after the line:
enemy_yaw = vectoyaw(self.enemy.origin - self.origin);
Unfortunately the formatting is not quite right here but is OK in the .qc files.
Oh, I have written to the code's author but not had a reply so far. I have used other code sections from this site and everything else worked OK.
Any help you can give will be appreciated.
 Meh...
#3480 posted by necros on 2005/03/29 23:08:34
i'd stay away from ducking...
in order for it to work, you'll need to change the bbox size during gameplay. i've noticed some very wierd and annoying things happen when doing this, most specifically, monsters become able to walk through walls.
also, don't forget, you'll need to actually animate some frames for the model to duck.
and you'll probably get a lot more help concerning qc things on the inside3d forums:
http://forums.inside3d.com/
most of the dudes here are mappers. :)
 Late Appending:
#3481 posted by necros on 2005/03/30 10:29:25
just read the code over again for the enforcer ducking frames,
you actually set the monster to nonsolid there, which, in terms of not fuxoring the bbox is good since you don't change the size, but you do realise this will cause the monster to become unshootable for what looks to be about 1 second...
if you do decide to go with the bbox idea, and not the nonsolid one (which imo is kind of lame) don't forget to reset the bbox size in the pain frame.
the bbox size setting is : setsize (e, mins maxs)
e is the entity to modify and mins and maxs are vectors coming from the origin of the entity.
finally, if you don't go with the bbox idea and stay with switching the self.solid states, don't forget to test to see if the monster is in something else before becoming solid again.
with the way it is, if the monster ducks, and you walk into it, it will become solid while you are standing inside it, and you'll get stuck until you kill the monster.
check out the zombie.qc for code on how to check if it's ok to get solid again (it has to do with when they fall. every 3 seconds, they check to see if they can become solid, and if so, stand up)
 Necros
#3482 posted by blaGGer on 2005/03/30 11:59:14
Thanks, but I need to explain that the code is not mine so if there is anything good in there, I had nothing to do with it.
The monster has to unshootable 'cause when he ducks, you missed him :-)
I now know that the line -
{
enf_duck1();
return;
}
is causing the problem as it gives an error in Frikqcc : Unknown value "enf_duck1"
Anyone??
 Solution:
#3483 posted by czg on 2005/03/30 14:33:39
ai.qc goes before enforcer.qc in the progs.src file.
The compiler will look for the void enf_duck1() function when it gets to ai.qc but it's not defined before it gets to enforcer.qc.
Therefore you need to define a void enf_duck1(){...} function prototype (I'm not sure it that's the correct name for it in qc) somewhere before the reference to it in ai.qc. I'm not exactly sure where it would be the proper place to put it, but if you put the text void enf_duck1(); just before the function in ai.qc that calls enf_duck1() function, you should be fine.
Hope this helps!
-love czg
 Czg
#3484 posted by blaGGer on 2005/03/31 04:31:27
Thanks. I'll try that.
So, do you think that it would be a good idea to have a dummy .qc file that is made up of all the new functions one is adding to the various other files, and that the dummy file (only a dummy because it has no purpose other than to declare the function names that will be found later) is placed higher up the compile ladder? Or perhaps just list them all automatically at the top of ai.qc.
(I don't really know what I'm talking about here, I am just trying to follow the logic)
#3485 posted by czg on 2005/03/31 05:50:42
to have a dummy .qc file that is made up of all the new functions one is adding to the various other files...
Or perhaps just list them all automatically at the top of ai.qc.
Both should work just as fine, but the question is which one is the neatest, tidiest and most correct. If that doesn't matter to you though, just pick one at random...
 OK, Thanks Again
#3486 posted by blaGGer on 2005/03/31 08:08:31
eenie, meenie, minie, mo...
 Clear Down
#3487 posted by blaGGer on 2005/03/31 23:53:05
Placed the function declaration at the top of ai.qc as I saw there were some there already.
Compiles fine now. Thanks czg.
The function works in-game but because it relies on you shooting the enforcer, when he ducks it looks just like he's been hit, and not that he's ducked your shot. Therefore, it works, but I won't be using it.
But a nice introduction into coding nonetheless and I am now looking for some more things to try.
 BlaGGer - Try This
#3488 posted by Ankh on 2005/04/01 02:43:45
Is it possible to change the speed and color of laser projectiles shot by trap_shooter?
 Trap_shooter
#3489 posted by blaGGer on 2005/04/01 10:31:40
Speed is altered by use of the 'wait' key from within the map editor: 1.0 is the default.
The colour of the laser projectile can by changed by using a program such as qME and painting the laser.mdl, which is found in PAK1.PAK. You can use a program like PakExplorer to unpak the file.
Hope this helps.
 Ankh
#3490 posted by blaGGer on 2005/04/01 10:33:53
The laser.mdl is in the 'progs' folder in PAK1.PAK.
 Ankh
#3491 posted by blaGGer on 2005/04/01 10:34:10
The laser.mdl is in the 'progs' folder in PAK1.PAK.
 BuGGer
#3492 posted by blaGGer on 2005/04/01 10:36:35
I'm in a cave as I speak :-)
 Fantasy Quake
#3493 posted by steven_a on 2005/04/01 20:21:02
Does anyone have the source code to fantasy quake, or the mail address of the authors:
fireball invictus shaper arjuna@stomped.com, kerrow@agt.net roots@upcworld.com
I'm interested in tidying up this cool mod.No releases made without permission.
stevenaaus - at - yahoo.com
 Funny,
#3494 posted by HeadThump on 2005/04/01 20:36:31
we'll rip monsters, textures and code from the Hexen series, Quake 2, Daikatana, basically any commercial ap we can get our hands on, but when it comes to other modder's expressed wishes, we tend to be more hesitant. I'm speaking generally, of course.
btw, excellent idea, steven_a. Good luck with that.
#3495 posted by - on 2005/04/03 19:03:52
we'll rip monsters, textures and code from the Hexen series, Quake 2, Daikatana, basically any commercial ap we can get our hands on, but when it comes to other modder's expressed wishes, we tend to be more hesitant. I'm speaking generally, of course.
That's because most companies will never see your work using their stuff, but a fellow community member might and get bitchy with you. It's the whole 'legal unless you get caught' type thing.
 Well,
#3496 posted by HeadThump on 2005/04/04 16:12:43
that makes sense. From the Fantasy Quake readme, they really don't want their product tampered with.
Steven_A
I would suggest looking up Ultimate Quake http://www.gamers.org/pub/idgames2/partial_conversions/ultimate_quake/
Looking over the .doc file, it appears it has the
most of the same features, spells, mideivel weapons and the like.
 Rotating Entities In Quake 1SP
#3497 posted by blaGGer on 2005/04/06 13:38:57
I have seen rotating doors in Quake 1SP. I have tried Google but keep getting redirected to non-English sites(?) so can anyone point me to a site that can supply whatever I need to incorporate into my map?
Please.
 Worldcraft Prefab Crash
#3498 posted by Scragbait on 2005/04/06 16:20:00
I've never been able to create the Prefabs in Worldcraft since wc shuts down when I try. Can anyone offer a clue or convenient workaround?
I'll provide more details if you need but right now, I'd rather continue with my map then figure out what's wrong.
 Q1 Info
#3499 posted by aguirRe on 2005/04/06 16:31:18
 Blagger:
#3500 posted by metlslime on 2005/04/06 16:32:39
you can't do it without a quakec mod -- try "custents" or the hipnotic mission pack for a progs.dat that supports them.
Also, i believe you need a qbsp that supports them, too. Modern treeqbsp and tyrqbsp variants should be fine. Original qbsp will not work.
 WC Prefab Problem Solved
#3501 posted by Scragbait on 2005/04/06 18:46:08
I should have done my homework. The Forge showed how to create Prefab libraries. If you don't have a library - which is just a folder in Windows, WC says bye-bye when you try to write out your prefab. I made my Library and all works fine writing and reading. Thanks for the pointer, aguiRe.
 Gibbed Teleport...
#3502 posted by distrans on 2005/04/06 19:55:45
... I'm trying to finish up a Coagula style level and want to use the sort of falling into void gibbing experience I received from ELEK in Coagula1. The experience involves being gibbed AND teleported high into the level. I've tried with various combinations of trigger_hurts and trigger_teleports but can't get the effect right. Anyone help?
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