Search found 17 matches

by skite2001
Sat Jul 03, 2010 4:28 pm
Forum: QuakeC Programming
Topic: Player death post effects
Replies: 16
Views: 2944

right, only:
stuffcmd(self, "slowmo 0.1\n");
and resetting at PlayerDead Function via
stuffcmd(self, "slowmo 1\n");
worked like a charm in darkplaces

now looking which more effects could be added ^^
by skite2001
Wed Jun 30, 2010 8:58 pm
Forum: QuakeC Programming
Topic: Player death post effects
Replies: 16
Views: 2944

hmm, added:

Code: Select all

void() PlayerDie =
{
	local float ms;
        ms = cvar("slowmo");
        if(ms == 0) {
        stuffcmd(self, "slowmo 0.1");
}
	
	local	float	i;
but its not working...whats my fault?
by skite2001
Wed Jun 30, 2010 8:31 pm
Forum: QuakeC Programming
Topic: How to make an if/or in 1 line
Replies: 6
Views: 1260

if (s == "wizmet1_2" | s == "ecop1_6") { r = rint(random() * 3); if (r == 0) sound (e, CHAN_AUTO, "walk/metal1.wav", 0.5, ATTN_NORM); else if (r == 1) sound (e, CHAN_AUTO, "walk/metal2.wav", 0.5, ATTN_NORM); else if (r == 2) sound (e, CHAN_AUTO, "walk/me...
by skite2001
Wed Jun 30, 2010 5:23 pm
Forum: QuakeC Programming
Topic: [DP] Bumpy movement problem
Replies: 6
Views: 3143

is there a new "updated" code out there maybe? if i use this code on my mod with darkplaces, the complete screen got brighter instead of only a "light-stripe" as seen on doom3 flashlight. seems actually that "http://www.inside3d.com/qctut/qctut-8.shtml" looks better, if...
by skite2001
Wed Jun 30, 2010 4:51 pm
Forum: QuakeC Programming
Topic: How to make an if/or in 1 line
Replies: 6
Views: 1260

How to make an if/or in 1 line

Hello, first my script: if (s == "wizmet1_2") { r = rint(random() * 3); if (r == 0) sound (e, CHAN_AUTO, "walk/metal1.wav", 0.5, ATTN_NORM); else if (r == 1) sound (e, CHAN_AUTO, "walk/metal2.wav", 0.5, ATTN_NORM); else if (r == 2) sound (e, CHAN_AUTO, "walk/metal3...
by skite2001
Wed Jun 30, 2010 4:48 pm
Forum: QuakeC Programming
Topic: Player death post effects
Replies: 16
Views: 2944

nice, please keep me informed if you add/improve this thing^^ i really would like to add this to my mod ^_-
by skite2001
Wed Nov 26, 2008 6:26 pm
Forum: QuakeC Programming
Topic: Decal-Management-System...how to get it working
Replies: 0
Views: 2566

Decal-Management-System...how to get it working

Hello guys, maybe everybody knows the problem with decal staytime, for example bulletholes, wallnails, shells. The normal procedure would be something like: newmis.nextthink = time + 10 //remain 10 sec... newmis.think = SUB_Remove //...then get removed it looks really funny, if you got working walln...
by skite2001
Mon Nov 24, 2008 6:12 pm
Forum: QuakeC Programming
Topic: Problem with SolidMonster-Patch (J.Epler) + KickGibs
Replies: 0
Views: 2130

Problem with SolidMonster-Patch (J.Epler) + KickGibs

well, but i got some problems: Using the Kicking Gibs with SolidMonsterPatch. I can Kick the Gibs, but the head stay at the dropped position and i cant touch/kick it. here some changes from the solid monster patch, maybe it helps: monster.qc void() monster_dead_push = { local float dir; dir = vectoy...
by skite2001
Sun Nov 23, 2008 9:51 am
Forum: QuakeC Programming
Topic: How to stop secret walls and switches from bleeding???
Replies: 6
Views: 2271

much thx for your reply wazat! Typically, SOLID_BSP entities should not bleed. if(trace_ent.solid != SOLID_BSP) // should it bleed? well, whats "typically" in quake? ^_- using this way, it works "a bit"...always testing at the 1st three triggers at e1m1... -secret door on the rig...
by skite2001
Sun Nov 23, 2008 8:57 am
Forum: Tutorial Help
Topic: the kicking gibs and heads one this time :o
Replies: 2
Views: 8956

well, but i got some problems: Using the Kicking Gibs with SolidMonsterPatch. I can Kick the Gibs, but the head stay at the dropped position and i cant touch/kick it. here some changes from the solid monster patch, maybe it helps: monster.qc void() monster_dead_push = { local float dir; dir = vectoy...
by skite2001
Sat Nov 22, 2008 6:30 pm
Forum: QuakeC Programming
Topic: How to stop secret walls and switches from bleeding???
Replies: 6
Views: 2271

@ leileilol
really nice, even if you say its a "quick stupid fix" ^_-
i think this is better than nothing!
by skite2001
Sat Nov 22, 2008 12:56 pm
Forum: QuakeC Programming
Topic: How to stop secret walls and switches from bleeding???
Replies: 6
Views: 2271

Error wrote: 1. just because it's done in dpmod, doesn't mean it's pure qc. every engine out there has new qc builtins.
hmm, sure, but if it DON'T work with the ENGINE and work with a mod, i think its mod releated, or? ^_-
by skite2001
Sat Nov 22, 2008 8:30 am
Forum: QuakeC Programming
Topic: How to stop secret walls and switches from bleeding???
Replies: 6
Views: 2271

How to stop secret walls and switches from bleeding???

Hello,
how can i stop the secret walls/switches from bleeding after i shot them? This really looks a bit unfitting.
Some example:
Image

It seems this is fixed in dpmod, so it can be done via quake c scripting.

regrats and thx
~skitey
by skite2001
Wed Nov 19, 2008 7:11 pm
Forum: QuakeC Programming
Topic: Darkplaces corpse
Replies: 2
Views: 1979

where i can find a dos or windows PATCHER for the .PAT file?
by skite2001
Wed Nov 19, 2008 6:08 pm
Forum: QuakeC Programming
Topic: Adding Flies over dead bodys like in QRACK 1.9?(Darkplaces)
Replies: 4
Views: 1553

qrack does it via png particle.
the resources are no problem, i already got the fly pngs and sound
look here:
http://www.mediafire.com/download.php?yiyk1mtnnhm

...but how to get it working ingame???