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Quakeguy as "monster"

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Quakeguy as "monster"

Postby Baker » Mon Sep 08, 2008 3:38 am

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?
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Postby r00k » Mon Sep 08, 2008 5:38 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.
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Postby Orion » Wed Sep 10, 2008 3:16 am

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.
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Postby Baker » Wed Sep 10, 2008 12:35 pm

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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