Search found 446 matches
- Sun Jul 12, 2015 5:57 pm
- Forum: Artificial Intelligence
- Topic: Frikbot swim up for air
- Replies: 12
- Views: 9667
Frikbot swim up for air
I had asked Frik about this issue a while ago and he said they ought not be staying under the water and dying when they hit an obstriction like a floor, but I dont see how this code checks for it, it just brings him up straight as ong as the traceline checks out ok. Was this fixed in another version...
- Sat Jul 11, 2015 12:12 am
- Forum: QuakeC Programming
- Topic: is there a way to do location specific damage in QC?
- Replies: 30
- Views: 20991
Re: is there a way to do location specific damage in QC?
oops, sorry the !ishuman means the "box" ent is a bot, so we use its angles as oposed to the other condition. Im calling this only on FL_CLIENT ents for now from the traceattack () function, so Im not considering the SOLID_BSP's just yet, but I will be asking you about that because Id like...
- Fri Jul 10, 2015 4:40 pm
- Forum: QuakeC Programming
- Topic: is there a way to do location specific damage in QC?
- Replies: 30
- Views: 20991
Re:
I know this is a played out topic already, but I thought I would follow this thread from the one over on Quakeone [ http://quakeone.com/forums/quake-help/servers-coding/11625-locational-damage-projectile.html ] Spike made some new code that seems to work pretty well on the client hitboxes to determi...
- Fri Jul 03, 2015 7:15 am
- Forum: Artificial Intelligence
- Topic: CantSee () Function
- Replies: 4
- Views: 4728
Re: CantSee () Function
Most are except these. Im also thinking of some custom made maps like used in Lightning Hunters Ultimate Frikbot mappack that may have horizontal jailbars. They are rare though.
[img]
http://i.imgur.com/VBVQbCA.jpg
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[img]
http://i.imgur.com/VBVQbCA.jpg
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Spike wrote: the bars on dm2 won't be affected too much as they're vertical anyway.
- Fri Jul 03, 2015 7:08 am
- Forum: Artificial Intelligence
- Topic: CantSee () Function
- Replies: 4
- Views: 4728
Re: CantSee () Function
Engine is DP. Yes, Im aware or Tracebox, but like Spike says, this is not the same. I am tracing lines to the target in the T_damage finction just after the targs health <=0 and calling this function to get a % score. So far it seems to line up with about what you can see of the enemy when you kill ...
- Thu Jul 02, 2015 6:06 pm
- Forum: Artificial Intelligence
- Topic: CantSee () Function
- Replies: 4
- Views: 4728
CantSee () Function
I made this new code, check it out and post feedback. More or less Im using it as an advanced replacement for Visible () , or Fisible () in my Frikbot code, but have not implimented it yet completely. It does seem to more or less work in cases where the target is completely not visible. I had notice...
- Mon Jun 29, 2015 3:20 am
- Forum: QuakeC Programming
- Topic: Map cycle with FRIK_FILE?
- Replies: 6
- Views: 6597
Re: Map cycle with FRIK_FILE?
Curious if you got this working? I am gonna try the code myself shortly.
- Mon Jun 29, 2015 3:19 am
- Forum: Artificial Intelligence
- Topic: Frikbot RJ ?
- Replies: 2
- Views: 4023
Re: Frikbot RJ ?
Many thanks.
- Sun Jun 28, 2015 5:24 pm
- Forum: Artificial Intelligence
- Topic: Frikbot RJ ?
- Replies: 2
- Views: 4023
Frikbot RJ ?
Does anyone here know where I can find the AI that performs the RJ for Frikbot? Noticed on map DM3 he tries to get the megahealth, but when he tries RJ, hes selecting the wrong wep. Probably easy fix, but cant find where the code is....
- Mon Jun 22, 2015 7:13 am
- Forum: Engine Programming
- Topic: Colormap , Pallete
- Replies: 4
- Views: 1410
Re: Colormap , Pallete
I stumbled on it in Lord Havocs Nexiuz pk3 file for DP. colormap_palette.lmp and also a colormap_palette.pl (perl script?) are both in the gfx dir. I dropped the lmp file in my mode gfx folder and the scoreboard and player skin colormaps are set by whats in that file. Not sure what the .pl file does...
- Fri Jun 19, 2015 9:57 pm
- Forum: Engine Programming
- Topic: Colormap , Pallete
- Replies: 4
- Views: 1410
Colormap , Pallete
Ok so colormap.lmp is the colormap file for the player models, and pallete.lmp is the one for the 2d graphics systems? I notice in DP engine, the file is called: colormap_palette.lmp ? I guess in vanilla Q, you cant point models to their own colormaps, but is this possible in other engines? Finally,...
- Wed Jun 17, 2015 7:51 pm
- Forum: Engine Programming
- Topic: +chase_active
- Replies: 3
- Views: 1283
Re: +chase_active
Hey not bad, thanks. Just tried that but wont work unless I bind "+chase" to the key but more or less accomplishes the same thing. Still interested if anyone engine coding can describe how to make it a real key in the engine - just curioushow hard it is to do. You can just do tihis in the ...
- Wed Jun 17, 2015 7:42 pm
- Forum: Engine Programming
- Topic: Dynamic bounding-box collision in Q1
- Replies: 4
- Views: 1401
Re: Dynamic bounding-box collision in Q1
Right as Frag Machine says, its dependent on the BSP structure q1bsp uses in regard to entity collision on BSP. Entity on entity collisions seems that it can be done by checkind the mins and maxs of each entity to see if they overlap each others bounds, but Im not sure if thats exactly how the engin...
- Wed Jun 17, 2015 7:34 pm
- Forum: Engine Programming
- Topic: +chase_active
- Replies: 3
- Views: 1283
+chase_active
Has any engine out there made chase active yet as a button like this yet perhaps instead of a cvar? I am curious as a test experiment to do this to an engine, is it possible and what file(s) would you have to modify to make this possible...as I am not yet an engine coder and am thinking this maybe w...
- Thu Jun 11, 2015 1:36 am
- Forum: QuakeC Programming
- Topic: Assignment to world in LightningDamage
- Replies: 6
- Views: 5910
Re: Assignment to world in LightningDamage
True, however world.takedamage is 0, or is it actually a null field? Either way I would expect the code not to get seen because world cant takedamage. I changed it to this, and seems to stop the error however the target client does still hit the ceiling as the velocity field seems to still be hit wi...