Search found 446 matches
- Sun Sep 11, 2011 8:12 pm
- Forum: Artificial Intelligence
- Topic: Movetogoal and walkmove
- Replies: 10
- Views: 11870
Movetogoal and walkmove
Never worked with these built ins too much. When they move the bot for example, are they using the setorigin command to shift the bot to the desired location? Im trying to find a way to move the bot without using setorigin, and seems most of the old bot legacy code out there seems to use setorigin t...
- Thu Sep 08, 2011 1:26 am
- Forum: QuakeC Programming
- Topic: bubble_bob & bubble.spr
- Replies: 9
- Views: 2402
Re: Isn't the topic the subject?
Ok, It didnt make sense to me in a QC sense because I have no experience engine coding. I dont recall any other QC instruction that operates quite like this one. Your code pretty much left as it is, works, and the bubble makes no splash no matter what setsize , thanks. My interpretation of the instr...
- Wed Sep 07, 2011 8:48 pm
- Forum: QuakeC Programming
- Topic: bubble_bob & bubble.spr
- Replies: 9
- Views: 2402
Re:
hmm, cant get that to work....it dont make sense in the traditional QC sense either. I can get your code to compile, but cant figure how to carry the values. If I change the float n values to real values like -3 or -2 which are the numerics for pointcontents water and solid, it gives compile errors....
- Fri Sep 02, 2011 1:53 am
- Forum: QuakeC Programming
- Topic: bubble_bob & bubble.spr
- Replies: 9
- Views: 2402
Still messing with my code, added some particles and a water noise for when the bubble reaches the top. Found out that if you setmodel to null, that seems to stop the splash noise. I do that when its near the surface, just before remove (self), because sometimes if the velocity_z is not just right, ...
- Thu Sep 01, 2011 1:48 am
- Forum: Programming Tutorials
- Topic: Neat trick with static entities and lighting
- Replies: 4
- Views: 3192
Re: Neat trick with static entities and lighting
I messed with the code opee made for nails [ er spike? ] sticking in the walls today....kind of clever. Its got a think that removes the nail after a time, but I thought, why not just make it static, that way its not going to be included in the packet and wil reduce chances of overflow, but when I t...
- Wed Aug 31, 2011 11:19 pm
- Forum: Programming Tutorials
- Topic: Neat trick with static entities and lighting
- Replies: 4
- Views: 3192
Re: Neat trick with static entities and lighting
Good information. I messed with makestatic (self) in QC a few times, but mistaked it for more or less a remove self. Static entities never move. You can save a certain amount of BSP tree tracing at runtime by running them through R_LightPoint and saving out the surface and point they hit. Then just ...
- Tue Aug 30, 2011 6:29 pm
- Forum: QuakeC Programming
- Topic: bubble_bob & bubble.spr
- Replies: 9
- Views: 2402
Ok, put this aside for a while, but now trying to get it fixed. Ill be darned if I can spot the thing thats triggering the splash sound in the engine when the bubble moves from in water, to the surface. You would think it be only a one way street, right? I tried assigning: self.flags = (self.flags -...
- Tue Aug 30, 2011 6:23 pm
- Forum: Gameplay & Design
- Topic: Generic Perks DM Mod
- Replies: 25
- Views: 30717
Its a nice server. He putGyro in, kickable heads....not sure if the ssg closeup blast was an original part of snipers mod, but thats definately one of the better ideas I have seen. He tries to put stuff in that does not really pull it completely out of the world of legacy quake and into DP's world e...
- Sun Aug 28, 2011 8:29 pm
- Forum: Gameplay & Design
- Topic: Generic Perks DM Mod
- Replies: 25
- Views: 30717
Interesting ideas ! The ax mod reminds me of on bta's (dp) newdm server.....I think he bumps up your maxspeed if you have the ring and use the axe. Technicly, if you are behind someone, standing still, and use the axe, thats a kill right there......maybe also if you have the ring and are standing st...
- Sun Aug 28, 2011 7:56 pm
- Forum: General Programming
- Topic: Quake characterset utility tool
- Replies: 0
- Views: 2752
Quake characterset utility tool
Lookin for some more people interested in helping out on this new app that will be the ultimate quake text utility. Its intended to let you preview and decode what kind of text you want to create on a larger scale than a name utility, where you can create paragraphs and such, and see how things look...
- Sat Aug 13, 2011 4:49 pm
- Forum: QuakeC Programming
- Topic: Player Acceleration/Deceleration
- Replies: 5
- Views: 1715
Re: Player Acceleration/Deceleration
I think there is a cvar that controls how fast a player accelerates or slows down...I know DP has it. Found this:
*SV_STOPSPEED
Syntax: sv_stopspeed
Default: 100
The SV_STOPSPEED variable controls the rate of deceleration of players.
Do not confuse this with SV_FRICTION.
*SV_STOPSPEED
Syntax: sv_stopspeed
Default: 100
The SV_STOPSPEED variable controls the rate of deceleration of players.
Do not confuse this with SV_FRICTION.
- Sat Aug 13, 2011 4:41 pm
- Forum: QuakeC Programming
- Topic: bubble_bob & bubble.spr
- Replies: 9
- Views: 2402
bubble_bob & bubble.spr
Hi: Made a new mod to misc.qc with the bubble code that will let the bubbles be blocked by the map world....comes in handy on maps like E1M4 if you are way down deep in those underwater tunnels. (side note, how come mappers dont make any kool underwater maps like that anymore?) Anyway, not perfected...
- Wed Apr 27, 2011 8:56 pm
- Forum: QuakeC Programming
- Topic: Buttons4-8 in engines?
- Replies: 3
- Views: 796
Re: Buttons4-8 in engines?
Good question. I know darkplaces lets you impliment the +use and -use functions now, which can be pretty handy. I also wanted to know if we can detect when the player is pressing the +moveforward key ? Usually its the uparrow on the KB. I thought maybe its bound as one of those buttone? In which eng...
- Sat Apr 23, 2011 10:56 pm
- Forum: QuakeC Programming
- Topic: Bot problem after adding DP extension
- Replies: 2
- Views: 749
Thanks for the reply, I set the movetype to movetype_walk, did not help. I guess you are saying that when those 2 calls are made, we are using playerprethink() and playerpostthink() as the default think routines then? Its confusing, because my original hack got the bots thinking somewhat with their ...
- Sat Apr 23, 2011 1:25 am
- Forum: QuakeC Programming
- Topic: Bot problem after adding DP extension
- Replies: 2
- Views: 749
Bot problem after adding DP extension
Trying to use the darkplaces botclient built-in to resolve a scoreboard problem in my ctfbot+ mod. Was able to get them to spawn in the game via impulse by hacking up the old code a bit, but they seemed to be thinking incorrectly. I was told that since we are calling clientconnect() and putclientins...