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add custom entities to map?

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add custom entities to map?

Postby Freemanoid » Thu May 14, 2009 12:49 pm

How can I add custom entities to my map? Maybe I need to modify engine code of map editor? Or I have another way? It's all going to be happening in original quake for ppc.
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Postby scar3crow » Thu May 14, 2009 2:31 pm

It depends on the map editor you're using, I'm only familiar with GTKRadiant, in that case you're adding an existing entity, and then going into the properties and changing the entity name, and its fields.
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Postby Freemanoid » Thu May 14, 2009 5:15 pm

Ok, so i need a gtkradiant? I can use any map editor.
If you know how to add new entity in gtkradiant, can you tell me how?
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Postby ceriux » Thu May 14, 2009 5:26 pm

in worldcraft all u do is open the fgd and add it. (after you've coded it)
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Postby MeTcHsteekle » Thu May 14, 2009 5:28 pm

i do the same with QuArK

just drop in, say a monster_wizard if its a flying enemy, go to is options or it might be called sicifics and so there should be something in somewhere [eh?] where it has a read out if its flags nad name and shit like that, you just change the name from monster_wizard to monster_moncodename and blammo! it will be there [giving that you have the progs.dat and etc there

...im sure this made no sense possibly

..edit: just listen to Cerv hes worldcraftian i guess
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Postby ceriux » Thu May 14, 2009 5:31 pm

MeTcHsteekle wrote:i do the same with QuArK

just drop in, say a monster_wizard if its a flying enemy, go to is options or it might be called sicifics and so there should be something in somewhere [eh?] where it has a read out if its flags nad name and shit like that, you just change the name from monster_wizard to monster_moncodename and blammo! it will be there [giving that you have the progs.dat and etc there

...im sure this made no sense possibly

..edit: just listen to Cerv hes worldcraftian i guess


same thing ur sayin man. it should all work the same if not similar. just code your entity then compile your mod. add it to the fgd load up your editor and it should be in your entity list.
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Postby Freemanoid » Fri May 15, 2009 7:58 am

Ok. But what is fgd? Progs.dat? Or something else?
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Postby Spirit » Fri May 15, 2009 8:05 am

fgd is the file some editor (I guess Worldcraft) gets the entity information from.

You can use custom entities with ANY decent editor I know of, without having to go through such strains. What editor do you use?
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Postby avirox » Fri May 15, 2009 11:38 am

EntEd (full version) will do the trick fairly well if you don't need to actually see your map while editing stuff.
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Postby MauveBib » Fri May 15, 2009 3:56 pm

All map editors allow you to edit the fields of an entity, in order to set spawnflags, targets etc. Just place any old entity then edit the "classname" field to whatever custom entity you want to use.
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Postby Freemanoid » Fri May 15, 2009 4:32 pm

Ok, Thanks :D
I use Quark
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Postby Freemanoid » Sat May 16, 2009 1:59 pm

damn, it doesn't working. Maby I doing something wrong?
Ok, here is my code for object computer :

void() SpawnComputer =
{
local entity computer;

computer = spawn();
computer.classname = "object_computer";
computer.think = ObjectComputer;
computer.nextthink = time + 0.1;
};

void() ObjectComputer =
{
precache_model ("progs/computer.mdl");
setmodel(self, "progs/computer.mdl");
setorigin(self, self.origin);
self.solid = SOLID_NOT;
setsize (self, '-16 -16 0', '16 32 40');
};

In field "classname" I past "object_computer" (in Quark).
Then I compile map. And when I run it in quake, there is no such object.
^O,..,o^
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Postby c0burn » Sat May 16, 2009 2:04 pm

Well you haven't coded anything called "object_computer".
SOLID_NOT is probably a problem too. You probably don't need to reinvent the wheel too much, use the handy StartItem code already in items.qc!

Try putting this at the bottom of items.qc, and removing your code so far...

void() computer_touch =
{
if (!other.flags & FL_CLIENT)
return;

if (time < self.radtime)
return;

self.radtime = time + 1;

sprint(other, "What's up bitches!\n");
};

void() object_computer =
{
self.touch = computer_touch;
precache_model ("progs/computer.mdl");
setmodel (self, "progs/computer.mdl");
setsize (self, '-16 -16 0', '16 32 40');
StartItem ();
};
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Postby frag.machine » Sat May 16, 2009 4:58 pm

The custom entity "classname" value in the map MUST match EXACTLY the entity spawn function in your QC. So, either rename the entity spawn function to "object_computer" OR change the "classname" value to "ObjectComputer" and things must work as expected.
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Postby Freemanoid » Sat May 16, 2009 5:43 pm

Yipeee! It's working now!
BIG THANK's to frag.machine and other's :D

But now I have some problems with model - I can walk trough it .
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