Search found 24 matches

by Alex
Wed Aug 20, 2014 12:32 pm
Forum: QuakeC Programming
Topic: Getting the value of current fog (Darkplaces)
Replies: 3
Views: 1630

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...
by Alex
Mon Aug 18, 2014 7:40 pm
Forum: QuakeC Programming
Topic: Getting the value of current fog (Darkplaces)
Replies: 3
Views: 1630

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 ...
by Alex
Sat Sep 15, 2012 4:34 pm
Forum: QuakeC Programming
Topic: Checking if an entity is within a players view
Replies: 13
Views: 3477

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...
by Alex
Thu Aug 23, 2012 5:00 am
Forum: General Discussion
Topic: Small Arms Trainer
Replies: 10
Views: 2998

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...
by Alex
Tue Aug 21, 2012 4:01 pm
Forum: General Discussion
Topic: Small Arms Trainer
Replies: 10
Views: 2998

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
by Alex
Fri Aug 17, 2012 3:00 pm
Forum: General Discussion
Topic: Small Arms Trainer
Replies: 10
Views: 2998

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...
by Alex
Fri Aug 17, 2012 4:16 am
Forum: General Discussion
Topic: Small Arms Trainer
Replies: 10
Views: 2998

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...
by Alex
Sat May 05, 2012 2:28 pm
Forum: QuakeC Programming
Topic: Cl_Prydoncursor 2
Replies: 4
Views: 1977

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.
by Alex
Sat May 05, 2012 5:04 am
Forum: QuakeC Programming
Topic: Cl_Prydoncursor 2
Replies: 4
Views: 1977

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...
by Alex
Fri May 04, 2012 3:35 pm
Forum: QuakeC Programming
Topic: Cl_Prydoncursor 2
Replies: 4
Views: 1977

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 ...
by Alex
Wed Apr 11, 2012 3:52 pm
Forum: Artificial Intelligence
Topic: Pedestrians and Patrons
Replies: 5
Views: 8365

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 ...
by Alex
Mon Apr 09, 2012 1:44 pm
Forum: QuakeC Programming
Topic: 6 round burst fire
Replies: 15
Views: 5942

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 ...
by Alex
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...
by Alex
Mon Nov 14, 2011 3:51 pm
Forum: QuakeC Programming
Topic: Random monster spawning
Replies: 4
Views: 1460

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...
by Alex
Mon Nov 14, 2011 7:56 am
Forum: QuakeC Programming
Topic: Impacts in water using darkplaces
Replies: 15
Views: 3202

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...