Quake Amphibian
Moderator: InsideQC Admins
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At this point I´m able to make a new model, that starts in standframe on land as well as when it´s in water.
As soon as the player is in view it start its attack.
On land it starts walking and follows the player into the water and starts swimming.
In water it starts swimming and shoots harpoons.
The only thing I am not sure about is :
how do I get a Quake1 monster out of the water on land?
As it seems code technical impossibe, since the engine has no support for it.
As soon as the player is in view it start its attack.
On land it starts walking and follows the player into the water and starts swimming.
In water it starts swimming and shoots harpoons.
The only thing I am not sure about is :
how do I get a Quake1 monster out of the water on land?
As it seems code technical impossibe, since the engine has no support for it.
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Madfox - Posts: 106
- Joined: Sat Jan 15, 2005 3:13 pm
- Location: Holland
hrm? everything works, but the monster doesn't attempt to walk out of water?
movetogoal with ent.flags&FL_SWIM will refuse to move the ent out of water.
If you set ent.flags&FL_FLY instead, then it will move out of water, but then it'll also happily fly up and out of water too.
FL_SWIM will let the top of the monster move out of water, just not its origin. If you check to see if the top of your monster is outside water (self.waterlevel < 3), and if the water below is shallow (pointcontents(self.origin-'0 0 16') then you can switch it to land-based (clear FL_SWIM).
You might want to set FL_PARTIALGROUND when you clear the FL_SWIM flag in order to avoid it making a thud sound.
Or something.
movetogoal with ent.flags&FL_SWIM will refuse to move the ent out of water.
If you set ent.flags&FL_FLY instead, then it will move out of water, but then it'll also happily fly up and out of water too.
FL_SWIM will let the top of the monster move out of water, just not its origin. If you check to see if the top of your monster is outside water (self.waterlevel < 3), and if the water below is shallow (pointcontents(self.origin-'0 0 16') then you can switch it to land-based (clear FL_SWIM).
You might want to set FL_PARTIALGROUND when you clear the FL_SWIM flag in order to avoid it making a thud sound.
Or something.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Yes thanks a lot!
I know it sounds stupid, and I believe you may be right.
Thing is I haven't an idea where to look for these things in the qc.
I believe I end up with blindly changing statements to see what happens.
So to make it more clear, here's the file.
Maybe then it is more simpel to point out the case.
http://members.home.nl/gimli/harpio.zip

I know it sounds stupid, and I believe you may be right.
Thing is I haven't an idea where to look for these things in the qc.
I believe I end up with blindly changing statements to see what happens.
So to make it more clear, here's the file.
Maybe then it is more simpel to point out the case.
http://members.home.nl/gimli/harpio.zip
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Madfox - Posts: 106
- Joined: Sat Jan 15, 2005 3:13 pm
- Location: Holland
maybe make frogman do a fiend leap out of the water like in that fiend mod where they can jump to the player no matter what {almost}
bah
- MeTcHsteekle
- Posts: 399
- Joined: Thu May 15, 2008 10:46 pm
- Location: its a secret
21 posts
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