Creating more QuakeC jobs
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Creating more QuakeC jobs
I'm sure you clicked here looking for money but no just a tid bit of code to schedule a time when to process a function
- Code: Select all
entity (void() func, float t) job =
{
local entity work;
work = spawn();
work.think = func;
work.owner = self;
work.nextthink = time + t;
return work;
};
- r00k
- Posts: 1110
- Joined: Sat Nov 13, 2004 10:39 pm
Re: Creating more QuakeC jobs
Nope, I thought you were looking for work , heh.
Well I fixed my modelindex / skin / setmodel problems, but now there is like an invisible barrier surrounding the model, and sometimes on spawn the player dropps through the floor...darkplaces sees it, and restores oldorigin to fix it, but then sometimes he is whatever the amount they pushed him up to the surfact, that much riding off the floor again...and hes got a bigger bounding box for sure....setsize dont fix....
Looks like when you fix one problem you create more. Ever dont that?
Well I fixed my modelindex / skin / setmodel problems, but now there is like an invisible barrier surrounding the model, and sometimes on spawn the player dropps through the floor...darkplaces sees it, and restores oldorigin to fix it, but then sometimes he is whatever the amount they pushed him up to the surfact, that much riding off the floor again...and hes got a bigger bounding box for sure....setsize dont fix....
Looks like when you fix one problem you create more. Ever dont that?
-

Cobalt - Posts: 445
- Joined: Wed Jun 10, 2009 2:58 am
- Location: New England, USA
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