Search found 50 matches

by ScatterBox
Mon Aug 18, 2014 4:18 pm
Forum: QuakeC Programming
Topic: Sprinting
Replies: 15
Views: 4153

Re: Sprinting

Well on the first check, it would be = 1, so then it will see it = 1, and take one, so you get 0 Oh, sorry I forgot to mention that the second check (if(self.sprint_time <= 400 && self.sprint_time >= 1)) is in the else statement, so it only gets checked if the player isn't holding the sprin...
by ScatterBox
Mon Aug 18, 2014 3:44 am
Forum: QuakeC Programming
Topic: Sprinting
Replies: 15
Views: 4153

Re: Sprinting

Thanks for all the replys! Ok, I made the float a .float in defs.qc so now everything is like this if (self.speed) { self.sprint_time += 1; if(self.sprint_time <= 400 && self.sprint_time >= 1) { self.sprint_time -= 1; } and I fixed the bprint bprint(ftos(self.sprint_time), "\n"); i...
by ScatterBox
Thu Aug 14, 2014 5:10 pm
Forum: QuakeC Programming
Topic: Sprinting
Replies: 15
Views: 4153

Re: Sprinting

Well, under further testing of my code I found something odd. I set sprint_time directly to 8 whenever the player presses the button if (self.speed) { sprint_time = 8; then I put a simple bprint below the spint code in PlayerPreThink bprint (ftos(sprint_time)); and the number was always 0, when hold...
by ScatterBox
Wed Aug 13, 2014 10:57 pm
Forum: QuakeC Programming
Topic: Sprinting
Replies: 15
Views: 4153

Sprinting

Hello all, I've been working on adding sprinting to my Quake mod for over the course of about a week. (Meaning that I've been working on it off and on, or whenever I stumble back over the code) It hasn't gone quite how I've planned, but it's going as good as expected I guess.. I added sprinting and ...
by ScatterBox
Thu Apr 10, 2014 7:25 am
Forum: QuakeC Programming
Topic: Player falling through map (brushwork)
Replies: 5
Views: 1866

Player falling through map (brushwork)

Hello all. :) I'm back with another problem unfortunately... I've been having a weird bug that I cannot seem to fix with my mod. Whenever a certain function happens (code below) the player literally just falls through the map.. it's like a wall breach in Call of Duty (sorry for the bad reference) or...
by ScatterBox
Sat Mar 22, 2014 11:39 pm
Forum: Mapping
Topic: Using Blender to make Quake 3 maps
Replies: 29
Views: 18955

Re: Using Blender to make Quake 3 maps

Thanks for all the help guys!! I got the map exported into a .map, and managed to load it into GTK Radiant and add info_player_start. Only problem is, when i get it into DP it seems to have split the polygons up. Anything that isn't a flat edge (eg. the terrain hills) has broken apart. Leaving small...
by ScatterBox
Fri Mar 21, 2014 8:46 pm
Forum: Mapping
Topic: Using Blender to make Quake 3 maps
Replies: 29
Views: 18955

Using Blender to make Quake 3 maps

OK, so I made some island terrain in Blender 3D and exported it as a .map. After that I loaded it into DarkPlaces to see how it ran... I got the error "no info_player_start" I thought "OK, should have expected that" so my next plan was to open the .map in Quark, or GTK. I first l...
by ScatterBox
Mon Dec 09, 2013 1:23 am
Forum: Engine Programming
Topic: Suddenly, multiple definitions
Replies: 3
Views: 1522

Re: Suddenly, multiple definitions

Ghost_Fang wrote:I figured it out. I just needed to do a complete clean build
Heh, whatever works! :)
by ScatterBox
Sun Dec 08, 2013 9:11 pm
Forum: Engine Programming
Topic: Suddenly, multiple definitions
Replies: 3
Views: 1522

Re: Suddenly, multiple definitions

I'm no expert, but I'm going to try and help out here.. so, I think you could just go to where it says it's first defined and delete it there.. then if you have errors, you could need to include the files where they are newly defined in the ones that were first defined. So: 1. #include the file wher...
by ScatterBox
Tue Dec 03, 2013 1:52 pm
Forum: QuakeC Programming
Topic: Updating a mod?
Replies: 12
Views: 3182

Re: Updating a mod?

r00k wrote:try setting deathmatch 1 or teamplay 0??

cant download the mod, just feels weird to fill out a survey.
I went ahead and did it. You're fine. :D It's a two question survey and it downloads. My computer hasn't blown up.... yet... :)
by ScatterBox
Mon Dec 02, 2013 4:58 am
Forum: QuakeC Programming
Topic: Enemy not attacking?
Replies: 16
Views: 3991

Re: Enemy not attacking?

frag.machine wrote:It's OK if it's a gameplay mechanism. But if the intention was to do premature optmization, think again. ;)
It was intended to be both. :) While were on the subject though.. would there be a way I could optimize spawning to make AI hit less on the system? :)
by ScatterBox
Mon Dec 02, 2013 3:44 am
Forum: QuakeC Programming
Topic: Enemy not attacking?
Replies: 16
Views: 3991

Re: Enemy not attacking?

Hm, well after seeing all of this I'm quite surprised! Even if this doesn't help to much with performance it would still look nicer. Instead of seeing the bots just standing around the map, maybe you could walk into a trigger and one spawn behind you to add some more challenge. :)
by ScatterBox
Sat Nov 30, 2013 8:45 am
Forum: QuakeC Programming
Topic: Enemy not attacking?
Replies: 16
Views: 3991

Re: Enemy not attacking?

Hello ScatterBox, it worries me a little that you deleted all the monsters code, as you say. Do you also mean the monsters code inside ai.qc and fight.qc ? Your new monster is hunting the player. That means that you left this function chain intact: from FindTarget() until HuntTarget(), which will m...
by ScatterBox
Sat Nov 30, 2013 2:59 am
Forum: QuakeC Programming
Topic: Enemy not attacking?
Replies: 16
Views: 3991

Re: Enemy not attacking?

its hard to tell with no code preview. Didn't really think I needed one since it's just as simple as default Quake, but here you go! void() spawn_a_enemy = { precache_model ("progs/enemy.mdl"); precache_model ("progs/gib1.mdl"); precache_model ("progs/gib2.mdl"); preca...
by ScatterBox
Fri Nov 29, 2013 5:20 pm
Forum: QuakeC Programming
Topic: Enemy not attacking?
Replies: 16
Views: 3991

Enemy not attacking?

So as some of you might know I've been coding in a new enemy bot for my mod. Well, it's more or less a bot. I'm trying to make it more of a "Stay still" bot, so instead of it roaming the level it stays still until it notices the player.. Well, I deleted all of the old monsters from Quake s...