Wanted: Smokescreen Grenade
Moderator: InsideQC Admins
51 posts
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Roo Holidays
Fear not the dark, but what the dark hides.
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Roo Holidays
Fear not the dark, but what the dark hides.
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Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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...
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...
- Teiman
- Posts: 309
- Joined: Sun Jun 03, 2007 9:39 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.
- albertwigs
- Posts: 3
- Joined: Tue Mar 30, 2010 4:48 am
51 posts
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