A Series of Noob questions 1
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A Series of Noob questions 1
hey! its me! ill be posting often, alright? Gots me a bunch of noob questions 2 b answered. here's today's 2
1. aiming
when the screen is dead center at an enemy, (aka crosshair targets him) i want something to happen (ie in english --> if aim at enemy, then sprite appear)?
2. ef light?
how do i define my own light. there's bright light, muzzle, how do i make my own?
1. aiming
when the screen is dead center at an enemy, (aka crosshair targets him) i want something to happen (ie in english --> if aim at enemy, then sprite appear)?
2. ef light?
how do i define my own light. there's bright light, muzzle, how do i make my own?
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behind_you - Posts: 237
- Joined: Sat Feb 05, 2011 6:57 am
- Location: Tripoli, Libya
Re: A Series of Noob questions 1
1 - I do not understand the first question but look at this mod:
http://www.quaketerminus.com/mods/sfq10.zip
when the laser gun to an enemy it turns red, if not point to any entity is blue.
2.
You can create a very simple entity called "mylight"
with this code. Items.qc opened and wrote the final.
(You need a sprite null in the folder progs,) if you do not have it (the sprite is in many mods so it's easy to find, or you can create you) you can use the s_bubble.spr.
void () mylight =
{
precache_model ("progs/null.spr");
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_NONE;
setmodel (self, "progs/null.spr");
self.effects = EF_DIMLIGHT;
};
Save and compile.
in self.effects you can put the other effects present in defs.qc
EF_BRIGHTFIELD
EF_MUZZLEFLASH
EF_BRIGHTLIGHT
EF_DIMLIGHT
if your mod is for Darkplace, you can find very good new effects dpextensions.qc
after you put the new item on the map and enjoy.[/u]
http://www.quaketerminus.com/mods/sfq10.zip
when the laser gun to an enemy it turns red, if not point to any entity is blue.
2.
You can create a very simple entity called "mylight"
with this code. Items.qc opened and wrote the final.
(You need a sprite null in the folder progs,) if you do not have it (the sprite is in many mods so it's easy to find, or you can create you) you can use the s_bubble.spr.
void () mylight =
{
precache_model ("progs/null.spr");
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_NONE;
setmodel (self, "progs/null.spr");
self.effects = EF_DIMLIGHT;
};
Save and compile.
in self.effects you can put the other effects present in defs.qc
EF_BRIGHTFIELD
EF_MUZZLEFLASH
EF_BRIGHTLIGHT
EF_DIMLIGHT
if your mod is for Darkplace, you can find very good new effects dpextensions.qc
after you put the new item on the map and enjoy.[/u]
hi, I am nahuel, I love quake and qc.
-

Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
ok thanks 4 helping. but you missed my point for the second one. im talking about adding your own ef or editing an ef. efdimlight for proquake looks light light that a fire would emit. i wanna make my own light, own intensity, own color, etc.
-

behind_you - Posts: 237
- Joined: Sat Feb 05, 2011 6:57 am
- Location: Tripoli, Libya
behind_you wrote:ok thanks 4 helping. but you missed my point for the second one. im talking about adding your own ef or editing an ef. efdimlight for proquake looks light light that a fire would emit. i wanna make my own light, own intensity, own color, etc.
you are in the wrong forum and i am wrong
go to the "engine programing"
hi, I am nahuel, I love quake and qc.
-

Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
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