Search found 476 matches
- Tue Oct 12, 2010 2:15 pm
- Forum: QuakeC Programming
- Topic: Narrowing findradius to an elipsoid cone
- Replies: 1
- Views: 786
Narrowing findradius to an elipsoid cone
Hey, is it possible to make an entity scan for stuff in a elipsoidal cone? I know it's possible to make it find stuff in a cone with its base as a perfect circle, which uses a function similat to infront(), using the cosine of a specified angle. But what about elipsoidal cones? Like, they're wider u...
- Thu Oct 07, 2010 12:10 am
- Forum: QuakeC Programming
- Topic: Spawning a trigger between 2 entities...
- Replies: 6
- Views: 1424
Well, I had to take a look at CustomTF source code, that was the only way. Also, I made the trigger completely solid, so even hitscan weapons will be blocked. :) The field disengages and becomes non-solid if a teammate passes through it. But it still have a problem. It only works in one direction. O...
- Wed Oct 06, 2010 6:14 pm
- Forum: QuakeC Programming
- Topic: Spawning a trigger between 2 entities...
- Replies: 6
- Views: 1424
Yes, the easiest way is doing traceline, but the problem is, It will only work for players or monsters passing through them, because traceline will trace a really narrow line so a rocket will freely pass through the generators... I can do tracebox, but I want to make it work server-side on any engin...
- Tue Oct 05, 2010 5:28 pm
- Forum: QuakeC Programming
- Topic: Spawning a trigger between 2 entities...
- Replies: 6
- Views: 1424
Spawning a trigger between 2 entities...
Hey, I'm coding field generators here, when you build 2 of them side by side and an invisible trigger field is spawned between them, with the proper hitbox width. This trigger will check for players, projectiles etc to damage any player that goes through it. Projectiles will simply 'hit' it. I'm hav...
- Mon Sep 06, 2010 5:03 pm
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 13787
- Sun Aug 29, 2010 4:38 pm
- Forum: General Discussion
- Topic: Your momma is so fat, Error: Hunk_Alloc: failed on 4 bites
- Replies: 46
- Views: 9780
(Non-Quake) Your momma is so fat she got into a monster truck and made it a low-rider. Your momma is so ugly, that when she has sex, the sperm swim backwards. The guy who had sex with her needed to drink at least 10 litres of pure alcohol (kitchen alcohol). (Quake) Your momma is so fat, that you may...
- Wed Aug 25, 2010 6:02 pm
- Forum: General Discussion
- Topic: Your momma is so fat, Error: Hunk_Alloc: failed on 4 bites
- Replies: 46
- Views: 9780
Your momma is so fat she uses e4m4's LG pool as a bath tub. Your momma is so ugly she makes even Shamblers fear her. Your momma is so ugly she makes the Quakeguy commit suicide putting his shotgun barrel into his mouth. Your momma is soooo fat that when a func_train tries to squish her, the train fa...
- Wed Aug 25, 2010 3:47 pm
- Forum: General Discussion
- Topic: Your momma is so fat, Error: Hunk_Alloc: failed on 4 bites
- Replies: 46
- Views: 9780
- Wed Aug 25, 2010 12:23 am
- Forum: QuakeC Programming
- Topic: How to detect FOV value on QC?
- Replies: 6
- Views: 1409
Hmm so unfortunately I did this.. I created an impulse which zooms in to fov 40 and charge up the railgun... handled by an invisible entity. And I createdanother command which unzooms, removes that invisible entity and reset the railgun damage, and I created separate impulses to zoom out to fovs 90,...
- Tue Aug 24, 2010 8:02 pm
- Forum: QuakeC Programming
- Topic: How to detect FOV value on QC?
- Replies: 6
- Views: 1409
How to detect FOV value on QC?
Hi people.. In my TF mod I'm thinking of making a zoom impulse for the sniper, where he charges up his railgun to deliver more damage. So, how can I detect a player's last FOV value, using SSQC? So when the player wants to unzoom, he'll return to its old FOV value? Because not everybody plays with f...
- Mon Aug 23, 2010 7:58 pm
- Forum: QuakeC Programming
- Topic: slo mo replays?
- Replies: 15
- Views: 3033
- Mon Aug 23, 2010 12:52 am
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 13787
Actually the only teamwork I've coded is medics healing teammates, and bots calling for nearby medics when injured. The waypoint system I coded is rather simple, so the bots will always try to get the enemy flag. But you don't see all bots attacking at the same time because some take longer to get o...
- Sun Aug 22, 2010 6:37 pm
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 13787
- Thu Aug 19, 2010 2:04 am
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 13787
Or you can use FTE. :D It works well, but the only problem on FTE is that the bot frags will always be zero on the scoreboard, but touches and caps are counted. Soon I'll release a patch which includes a new class, the Psychic. :) It's practically done, just need to do some more tests... Also, is th...
- Thu Aug 19, 2010 12:55 am
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 13787