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Wanted: Smokescreen Grenade

Discuss programming in the QuakeC language.

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Postby Chip » Fri Dec 18, 2009 12:19 pm

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Postby avirox » Fri Dec 18, 2009 1:46 pm

XTF (another offshoot of megatf) had smoke grens. If I can find the source somewhere I'll upload it
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Postby Baker » Fri Dec 18, 2009 8:08 pm



Kind of nifty:

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Works in other engines too, of course.
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Postby Teiman » Fri Jan 08, 2010 5:25 pm

a somewhat lame way to do this is a group of "puffs". maybe 10 or 20 puff os sprite_white.spr entities, maybe with some animations (slowly floating around, or something? may need finne tunning).

the good thing about this idea is that it will work anywhere, the bad thing is some lag because of the use of 20+ extra entitis...

he.. you can even make so the puffs move from a center to the outside, before going "puff!" ..and make that center the smoke grenade.. this could look cool, actually...
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Postby albertwigs » Wed Mar 31, 2010 3:36 am

Its all depends on which engine is being used. In stock quakeworld it's pretty difficult to get a realistic smoke grenade effect, but with custom engines it's a much easier task.QuakeC is an interpreted language developed in 1996 by John Carmack of id Software to program parts of the computer game Quake. Using QuakeC, a programmer is able to customize Quake to great extents by adding weapons, changing game logic and physics, and programming complex scenarios. It can be used to control many aspects of the game itself, such as parts of the AI, triggers, or changes in the level.
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Postby Sajt » Wed Mar 31, 2010 6:21 am

By Jove, you're right!
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