Search found 24 matches
- Wed Aug 20, 2014 12:32 pm
- Forum: QuakeC Programming
- Topic: Getting the value of current fog (Darkplaces)
- Replies: 3
- Views: 1635
Re: Getting the value of current fog (Darkplaces)
Ah, thanks guys, that helped me figure it out. I actually do have a qc float for the fog intensity which I then ftos into a stuffcmd (this is for single player at the moment, so maybe it should be localcmd, I get fuzzy about the whole server/client distinction) so that I can create the varying fog e...
- Mon Aug 18, 2014 7:40 pm
- Forum: QuakeC Programming
- Topic: Getting the value of current fog (Darkplaces)
- Replies: 3
- Views: 1635
Getting the value of current fog (Darkplaces)
Hey guys, hopefully someone can help me out here. In short, I'm messing with the AI range function to vary with the level of fog intensity present in a given map. Lots of fog = less sight range. I could set this map by map, but I've also made a neat function where fog intensity varies/pulses within ...
- Sat Sep 15, 2012 4:34 pm
- Forum: QuakeC Programming
- Topic: Checking if an entity is within a players view
- Replies: 13
- Views: 3485
Re: Checking if an entity is within a players view
Ironically I spent a couple of hours yesterday trying to do exactly this, and then found this post today. Figures. This bit is much more messy than Baker's example (probably just stick with his), but it works. .float seen; .string combatant; //replace with classname or something else if you want. vo...
- Thu Aug 23, 2012 5:00 am
- Forum: General Discussion
- Topic: Small Arms Trainer
- Replies: 10
- Views: 3000
Re: Small Arms Trainer
Luckily the way my TV is positioned the sensors pick up better if I'm standing anyway. As for the jerking of the trigger (if I understand you correctly), it's not that big of an issue for a couple of reasons. First, proper trigger pull (squeeze rather than pull), while important, is exponentially mo...
- Tue Aug 21, 2012 4:01 pm
- Forum: General Discussion
- Topic: Small Arms Trainer
- Replies: 10
- Views: 3000
Re: Small Arms Trainer
The link has been posted to Youtube (thanks Spirit) if anyone still wants a peek.
http://www.youtube.com/watch?v=eZOcwLFbhig
http://www.youtube.com/watch?v=eZOcwLFbhig
- Fri Aug 17, 2012 3:00 pm
- Forum: General Discussion
- Topic: Small Arms Trainer
- Replies: 10
- Views: 3000
Re: Small Arms Trainer
Thanks guys. I wasn't sure if other people would find it as interesting as I did. That is really awesome, mind if I upload it to Youtube so it can be easily linked to? Is this Darkplaces? Did you have to modify the engine too or is it "mouse" input? Sure, no problem (sorry the video is cra...
- Fri Aug 17, 2012 4:16 am
- Forum: General Discussion
- Topic: Small Arms Trainer
- Replies: 10
- Views: 3000
Small Arms Trainer
Not sure if this is the right place to post this, so mods, feel free to move it if need be (Maybe the "what are you working on?" topic?). Anyway, I've been developing a do it yourself SAT (Small Arms Trainer). Military and law enforcement often use a SAT, which is just like a big cool army...
- Sat May 05, 2012 2:28 pm
- Forum: QuakeC Programming
- Topic: Cl_Prydoncursor 2
- Replies: 4
- Views: 1980
Re: Cl_Prydoncursor 2
Bah, I knew it was something stupid. Thanks a lot. And for anyone else who attempts this, mine worked without the textures folder
C:\Games\Quake\Id1\gfx\prydoncursor.jpeg
Thanks again.
C:\Games\Quake\Id1\gfx\prydoncursor.jpeg
Thanks again.
- Sat May 05, 2012 5:04 am
- Forum: QuakeC Programming
- Topic: Cl_Prydoncursor 2
- Replies: 4
- Views: 1980
Re: Cl_Prydoncursor 2
That's what I figured, but when I tried placing additional graphics under the name, directory, and format specified, I can't seem to get anything to show up. Any value over 1 results in a small checkered image (in other words, none is loaded, like a missing texture). I can get other DP_ExternalTextu...
- Fri May 04, 2012 3:35 pm
- Forum: QuakeC Programming
- Topic: Cl_Prydoncursor 2
- Replies: 4
- Views: 1980
Cl_Prydoncursor 2
Hey guys, I've been trying to use DP's prydoncursor ability with a custom graphic, but can't seem to get it. I've read through the dpextensions.qc and it says that they have to be placed in the gfx folder and named prydoncursor%03i.lmp or tga. "cl_prydoncursor (0/1+, default 0, 1 and above use ...
- Wed Apr 11, 2012 3:52 pm
- Forum: Artificial Intelligence
- Topic: Pedestrians and Patrons
- Replies: 5
- Views: 8477
Re: Pedestrians and Patrons
If you're still looking into this kind of thing, definitely look into the CheckAttack function as was mentioned earlier. You can also check out FindTarget() in the ai.qc. In terms of firing of a gun and having them turn on you, I'm not sure what the float show_hostile does, but you may want to look ...
- Mon Apr 09, 2012 1:44 pm
- Forum: QuakeC Programming
- Topic: 6 round burst fire
- Replies: 15
- Views: 5947
Re: 6 round burst fire
This seems to have been solved, but here's my 2 cents anyway. I've done it like this in the past and it seems to work well, and this might help out those who are not using the nailgun to do this as unlike the shotgun, rocket launcher etc, the nailgun calls the function to fire the weapon during the ...
- Thu Jan 05, 2012 5:39 pm
- Forum: QuakeC Programming
- Topic: Firing animations
- Replies: 9
- Views: 1839
Re: Firing animations
Hey Dr_Mabuse, I could be wrong, but I'm pretty sure it has to do with W_SetCurrentAmmo() in weapons.qc and items.qc Every time you pick up ammo or weapons this function is called, and in it the weaponframe is always set to zero. So if you're in the middle of reloading (say weaponframe 10 or 15) and...
- Mon Nov 14, 2011 3:51 pm
- Forum: QuakeC Programming
- Topic: Random monster spawning
- Replies: 4
- Views: 1462
Re: Random monster spawning
I think part of the problem there would be making sure monsters don't spawn in places that they can't (like inside a wall) or places that they shouldn't (over some lava, or a corner where they get stuck). Maybe you can populate the area you are looking at with something like a bunch of info_player_d...
- Mon Nov 14, 2011 7:56 am
- Forum: QuakeC Programming
- Topic: Impacts in water using darkplaces
- Replies: 15
- Views: 3203
Re: Impacts in water using darkplaces
I don't know if this helps, but you could use if (trace_inwater) { You could also try using an actual projectile (like a spike or missile) moving at very high velocity instead of a traceline (note: to do this I think you have to alter sv_maxspeed or something like that). That way you might be able t...