Ultra-tough Question
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Ultra-tough Question
Objective:
I need to know *everything* about the spawnflags settings in maps.
Goal is to cause all entities that appear in single player to occur in deathmatch. I have been told this is impossible in QuakeC because spawnflags occur prior to QuakeC getting a chance to look at the entities.
Is this true? Can only an engine-side modification cause single player entities to appear in multiplayer (keys, doors, wind tunnels, the works).
I need to know *everything* about the spawnflags settings in maps.
Goal is to cause all entities that appear in single player to occur in deathmatch. I have been told this is impossible in QuakeC because spawnflags occur prior to QuakeC getting a chance to look at the entities.
Is this true? Can only an engine-side modification cause single player entities to appear in multiplayer (keys, doors, wind tunnels, the works).
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
The majority of entity spawnings are handled in the QuakeC, all monsters, keys, func_dmonlys, etc. Search items and the various monster files for if(deathmatch) remove(self); lines or to that effect and comment them out or remove them.
The SPAWNFLAG_NOT_DEATHMATCH spawnflag (as well as the various skill level spawnflages) are indeed (inexplicably) handled in the engine, in pr_edict.c. To get at these entities, you'll need to comment out the block of code that prevents them from spawning, however it would be wise to keep the skill level flag handling just below that.
The SPAWNFLAG_NOT_DEATHMATCH spawnflag (as well as the various skill level spawnflages) are indeed (inexplicably) handled in the engine, in pr_edict.c. To get at these entities, you'll need to comment out the block of code that prevents them from spawning, however it would be wise to keep the skill level flag handling just below that.
- FrikaC
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