Frikbot waypoint editor

Discuss programming in the QuakeC language.
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redrum
Posts: 410
Joined: Wed Mar 28, 2007 11:35 pm
Location: Long Island, New York

Frikbot waypoint editor

Post by redrum »

It's been awhile since i've quaked LOL.

Anyway, I wanted to edit a .way file that I made years ago. Is there a way to load the file and edit it?
Or do I have to start from scratch?
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redrum
Posts: 410
Joined: Wed Mar 28, 2007 11:35 pm
Location: Long Island, New York

Re: Frikbot waypoint editor

Post by redrum »

Actually a .qc file...
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redrum
Posts: 410
Joined: Wed Mar 28, 2007 11:35 pm
Location: Long Island, New York

Re: Frikbot waypoint editor

Post by redrum »

Ok, trying to do a clean install of Frikbot. I'm already having trouble with my first step (it's been awhile and my memory is terrible).

I've downloaded the source files, and it won't compile (haven't yet attempted to install Frikbot yet)

I have all the files in the same directory as my compiler.

Here is my progs.src:

Code: Select all

../progs.dat

defs.qc
subs.qc
fight.qc
ai.qc
combat.qc
items.qc
weapons.qc
world.qc
client.qc
player.qc
monsters.qc
doors.qc
buttons.qc
triggers.qc
plats.qc
misc.qc
ogre.qc
demon.qc
shambler.qc
knight.qc
soldier.qc
wizard.qc
dog.qc
zombie.qc
boss.qc
tarbaby.qc

// registeredhknight.qc		
// registeredfish.qc
// registeredshalrath.qc
// registeredenforcer.qc
// registeredoldone.qc	  
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leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: Frikbot waypoint editor

Post by leileilol »

Have you tried doing it with the progs106.zip source?


The instructions in frikbot.qc are nicely written and understandable. You can do it!
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redrum
Posts: 410
Joined: Wed Mar 28, 2007 11:35 pm
Location: Long Island, New York

Re: Frikbot waypoint editor

Post by redrum »

OK, I'm inching along here.

I've got a new clean version of Quake with the FrikbotX mod. It is now compiling (had a small typo).

NOW, can I load a waypoint.qc file so that I can edit it?
If I remember correctly if I "dump" it creates a file. I've created a few waypoints and did a test dump but no file was created.
Also I'm not getting the "gold ball" aka the selected waypoint.

I think I need to apply the 1.08 patch. I tried it but it doesn't do anything I believe Windows 7 doesn't like it (it's the old 32bit - 64bit routine).
Can someone provide a link to Quake 1.08 source files?

Thanks in advance.
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redrum
Posts: 410
Joined: Wed Mar 28, 2007 11:35 pm
Location: Long Island, New York

Re: Frikbot waypoint editor

Post by redrum »

OK got it up and running. I needed to be in multiplayer mode.

I'm working with the map ferrum.
There is a door that needs to be shot at in order for it to open. I'm using the door AI flag on both waypoints right in front of and behind the door.
But he just stands there. How can I make him shoot the door?
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