Thanks for the feedback!
The most effective way to do this, I think, would be to edit the map and place two 'cover_location' entities at the corner. Then you can find all nearby entities of this kind an move to the best one.
Of course, if editing the map's not possible, there's another approach ...
Search found 129 matches
- Sat Sep 08, 2007 11:48 am
- Forum: QuakeC Programming
- Topic: FSW-style Squad Movement
- Replies: 7
- Views: 3465
- Mon Aug 13, 2007 12:19 pm
- Forum: QuakeC Programming
- Topic: DPM models?
- Replies: 17
- Views: 8379
- Mon Aug 13, 2007 12:06 pm
- Forum: General Discussion
- Topic: id on steam
- Replies: 35
- Views: 11841
- Wed Jul 04, 2007 11:55 am
- Forum: General Discussion
- Topic: Open-Source Instagib Project
- Replies: 29
- Views: 8450
In my opinion, you've got to be careful with movement tricks - they can work well, but double-jumping and the bouncy combat mostly ruined UT2k4 for me. I much prefer the grounded fights of UT and Quake (if you ignore bunnyhopping for a moment).
Also, have you ever played the People Can Fly gametype ...
Also, have you ever played the People Can Fly gametype ...
- Mon Jun 25, 2007 12:03 pm
- Forum: QuakeC Programming
- Topic: Grapple Hook
- Replies: 8
- Views: 3935
- Mon May 28, 2007 7:56 pm
- Forum: Engine Programming
- Topic: DP - Fog + Skybox
- Replies: 30
- Views: 18714
- Sun May 20, 2007 12:11 am
- Forum: General Discussion
- Topic: Pictures of us! aka the moustache thread :)
- Replies: 72
- Views: 23418
- Sat May 19, 2007 2:26 am
- Forum: General Discussion
- Topic: Pictures of us! aka the moustache thread :)
- Replies: 72
- Views: 23418
- Wed May 16, 2007 12:01 pm
- Forum: General Discussion
- Topic: Ambient Sound? (DP SDL: TOTAL CHANNELS == MAX CHANNELS)
- Replies: 15
- Views: 10750
- Tue May 08, 2007 1:31 am
- Forum: Mapping
- Topic: Playing nice with the BSP compiler?
- Replies: 1
- Views: 3194
Playing nice with the BSP compiler?
I've just started work on a new map but, after fiddling with a three-levelled floor for a few minutes, I've got a bit stuck deciding how best to place the brushes. Here's a pic:
http://homepages.nildram.co.uk/~moonrise/matt/panzermap.jpg
It's a base-styled map with three floor levels (8 units ...
http://homepages.nildram.co.uk/~moonrise/matt/panzermap.jpg
It's a base-styled map with three floor levels (8 units ...
- Fri Apr 27, 2007 9:10 pm
- Forum: General Discussion
- Topic: Quake Concept Art?
- Replies: 0
- Views: 3090
Quake Concept Art?
Hey, guys!
I was wondering if anybody had any official Quake concept art, or knew if it even existed? I'm always interested to see what did and didn't make it through the design process in a game.
Also, I may soon be remodelling a particular monster, and it'd be cool to see it through iD's eyes ...
I was wondering if anybody had any official Quake concept art, or knew if it even existed? I'm always interested to see what did and didn't make it through the design process in a game.
Also, I may soon be remodelling a particular monster, and it'd be cool to see it through iD's eyes ...
- Tue Apr 24, 2007 8:58 pm
- Forum: QuakeC Programming
- Topic: Wall jumping
- Replies: 15
- Views: 8048
- Tue Apr 24, 2007 10:41 am
- Forum: QuakeC Programming
- Topic: Wall jumping
- Replies: 15
- Views: 8048
- Sun Apr 22, 2007 12:14 pm
- Forum: QuakeC Programming
- Topic: Wall jumping
- Replies: 15
- Views: 8048
I did this once by sending out tracelines a short distance to the left and right. If either of them hit a solid surface while the player was in the air, he was launched upwards and sideways with an accompanying jump sound. It worked pretty well, I found, and can be adapted to jump in any direction ...
- Tue Apr 17, 2007 11:49 am
- Forum: QuakeC Programming
- Topic: Quake Ported to XNA !
- Replies: 27
- Views: 10697