Quakeguy as "monster"
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Quakeguy as "monster"
There have to be at least a few mods that use the Quakeguy as an enemy, whether reskinned or not.
(Frikbots don't count because it is my understanding it fakes extra players, as opposed to having the standard monster definition stuff like the frames etc).
Does anyone know of a mod with the source for this available so I can save some time with all the fun frame definition stuff and ai stuff?
(Frikbots don't count because it is my understanding it fakes extra players, as opposed to having the standard monster definition stuff like the frames etc).
Does anyone know of a mod with the source for this available so I can save some time with all the fun frame definition stuff and ai stuff?
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Hmm,
Not off the top of my head. Coding the animations is trivial, getting the AI usable would be dependent to the type of game you want.
You could for simplicity (as for testing and learning) replace the grunt with the player.mdl and sync up the animations, then tweak the ai for your use.
Not off the top of my head. Coding the animations is trivial, getting the AI usable would be dependent to the type of game you want.
You could for simplicity (as for testing and learning) replace the grunt with the player.mdl and sync up the animations, then tweak the ai for your use.
- r00k
- Posts: 1110
- Joined: Sat Nov 13, 2004 10:39 pm
http://www.4shared.com/file/62419864/84d78cd0/quakeguy.html?dirPwdVerified=cfd41945
There you go.
Just write "quakeguy.qc" w/o quotes at the very bottom of progs.src.
Also, if you're a mapper, you should place entities called "monster_quakeguy" to spawn that monster. If you want, you could rename it to monster_army(or whatever existing monster) and rename the original monster_army() function located in soldier.qc to something like monster_army_original().
Hope this helps.
There you go.
Just write "quakeguy.qc" w/o quotes at the very bottom of progs.src.
Also, if you're a mapper, you should place entities called "monster_quakeguy" to spawn that monster. If you want, you could rename it to monster_army(or whatever existing monster) and rename the original monster_army() function located in soldier.qc to something like monster_army_original().
Hope this helps.
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Orion - Posts: 476
- Joined: Fri Jan 12, 2007 6:32 pm
- Location: Brazil
Orion wrote:http://www.4shared.com/file/62419864/84d78cd0/quakeguy.html?dirPwdVerified=cfd41945
There you go.
Just write "quakeguy.qc" w/o quotes at the very bottom of progs.src.
Also, if you're a mapper, you should place entities called "monster_quakeguy" to spawn that monster. If you want, you could rename it to monster_army(or whatever existing monster) and rename the original monster_army() function located in soldier.qc to something like monster_army_original().
Hope this helps.
It does. Thanks!
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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