The Demong King question
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The Demong King question
hello!.
I have always wondered as there works the system of free navigation of maps of the mod The Demon King. Especially at the time of annihilating monsters, it is possible to happen from one map to other and the monsters murdered simply disappear.
I could have implemented successfully this to my mod but really I do not know how the function "SetMonsterDead" works. Be full of numbers!!!!!!!!!!!!!!!!!!
Seemingly does it have the extreme number of 264, is it possible to extend this with the piece of news engines (for example darkplaces)?
Can I make anything similar but with the items?
For example, in The demon King I go from one map to other and take all the items and kill the monsters, then I go away of this map. When I return to this map (by the system of free navigation that also is employed well at my mod) the items appear again, but the monsters do not.
Is it possible that the items that I have already taken disappear?
I have tried a method but it is too extensive, taking to every item like the only entity.
Is it possible to do it simply how in case of the monsters??
Greetings and sorry for my English.
I have always wondered as there works the system of free navigation of maps of the mod The Demon King. Especially at the time of annihilating monsters, it is possible to happen from one map to other and the monsters murdered simply disappear.
I could have implemented successfully this to my mod but really I do not know how the function "SetMonsterDead" works. Be full of numbers!!!!!!!!!!!!!!!!!!
Seemingly does it have the extreme number of 264, is it possible to extend this with the piece of news engines (for example darkplaces)?
Can I make anything similar but with the items?
For example, in The demon King I go from one map to other and take all the items and kill the monsters, then I go away of this map. When I return to this map (by the system of free navigation that also is employed well at my mod) the items appear again, but the monsters do not.
Is it possible that the items that I have already taken disappear?
I have tried a method but it is too extensive, taking to every item like the only entity.
Is it possible to do it simply how in case of the monsters??
Greetings and sorry for my English.
hi, I am nahuel, I love quake and qc.
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Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
leileilol wrote:I'm guessing it's done by spamming specific bitflags or some crap in the parms as well as using temp1. that's the only way I could think of.
I had some problems when I put "style" as a value.
So (it is complicated to explain for me) I use different items for example "itemb_battery1"
"itemb_battery2" etc. that are different items. Inside a group of maps these items cannot be repeat. If the player already has the value of itemb_battery2 (ITB_BT = 2; defined in mydefs) the item in question disappears. This would be a real shit because it is very limited, but I use groups of maps with free navigation. when I enter another group of maps (defined in the qc) I use a different setsparm so that "itemb_batterys" they return to 0 and could appear.
This system is very bothersome and limited, but at least it works. I tried other more practical methods but incompatibilities arise with the original the demon king system to eliminate monsters. That's why I would like to know how it works to make it compatible with my bothersome "items" system.
I hope to be able to have explained!
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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