Search found 68 matches
- Wed Jun 13, 2012 8:30 am
- Forum: Artificial Intelligence
- Topic: Animation driven AI (QuakeC) with IQM - how?
- Replies: 21
- Views: 32400
Re: Animation driven AI (QuakeC) with IQM - how?
define animation driven o.O
- Mon Jun 13, 2011 12:34 am
- Forum: Artificial Intelligence
- Topic: Collision bugs?
- Replies: 3
- Views: 15625
- Sat Jun 11, 2011 12:00 am
- Forum: Artificial Intelligence
- Topic: Collision bugs?
- Replies: 3
- Views: 15625
Collision bugs?
I'm trying to get zombies to climb walls in Nazi Zombies Portable, but for some reason they won't detect collision.
I'm using setorigin to move them up a bit every frame if the conditions are right and they are touching a certain brush, but I've added a trigger at the top of the wall to climb ...
I'm using setorigin to move them up a bit every frame if the conditions are right and they are touching a certain brush, but I've added a trigger at the top of the wall to climb ...
- Sat Jun 04, 2011 5:51 pm
- Forum: QuakeC Programming
- Topic: Turn players view toward an entity
- Replies: 7
- Views: 6088
- Sat Jun 04, 2011 4:33 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511177
- Sat Jun 04, 2011 2:06 am
- Forum: QuakeC Programming
- Topic: Turn players view toward an entity
- Replies: 7
- Views: 6088
- Mon May 16, 2011 10:28 pm
- Forum: Artificial Intelligence
- Topic: Runaway loop error annoyance...
- Replies: 12
- Views: 19782
- Sun May 15, 2011 4:21 am
- Forum: Artificial Intelligence
- Topic: Runaway loop error annoyance...
- Replies: 12
- Views: 19782
- Sun May 15, 2011 1:02 am
- Forum: Artificial Intelligence
- Topic: Runaway loop error annoyance...
- Replies: 12
- Views: 19782
- Mon May 09, 2011 9:39 pm
- Forum: Artificial Intelligence
- Topic: Runaway loop error annoyance...
- Replies: 12
- Views: 19782
- Sun May 08, 2011 9:42 pm
- Forum: Artificial Intelligence
- Topic: Runaway loop error annoyance...
- Replies: 12
- Views: 19782
Runaway loop error annoyance...
Hey guys, I've been' having this major problem with my ai for a mod of mine, and I cannot figure out what is wrong for the life of me!
The ai is basically following the AStar algorithm for pathfinding (in case anyone here knows about it)
The function looks for waypoint with a .link of "OPEN", and ...
The ai is basically following the AStar algorithm for pathfinding (in case anyone here knows about it)
The function looks for waypoint with a .link of "OPEN", and ...
- Sun May 08, 2011 8:33 pm
- Forum: General Discussion
- Topic: Floating effect!
- Replies: 5
- Views: 2306
- Sun May 08, 2011 6:44 pm
- Forum: General Discussion
- Topic: Floating effect!
- Replies: 5
- Views: 2306
- Sun May 08, 2011 10:30 am
- Forum: General Discussion
- Topic: Floating effect!
- Replies: 5
- Views: 2306
Floating effect!
I'm not really sure if anyone else has noticed this, but in ProQuake psp, there seems to be an issue with models, or bounding boxes, or something of the sort, "floating" in mid air.
(the player camera also being a little high, though I'm not sure the engine is at fault for this though)
The first 2 ...
(the player camera also being a little high, though I'm not sure the engine is at fault for this though)
The first 2 ...
- Fri May 06, 2011 7:37 am
- Forum: General Discussion
- Topic: Online custom skins?
- Replies: 4
- Views: 1822