Search found 13 matches

by EMR
Tue Dec 21, 2010 3:28 pm
Forum: QuakeC Programming
Topic: Spawn monsters on command
Replies: 17
Views: 2859

Thanks for the clip-the switching the 'self' around makes sense now.
by EMR
Wed Dec 15, 2010 9:33 pm
Forum: QuakeC Programming
Topic: Yet another dumb question-saves
Replies: 3
Views: 935

So it would be impossible to save the states of more than 16 things between saves/levels? Also, where does it manipulate those globals (which QC file)?
by EMR
Wed Dec 15, 2010 8:43 pm
Forum: QuakeC Programming
Topic: Yet another dumb question-saves
Replies: 3
Views: 935

Yet another dumb question-saves

So how does the engine know which quake C variables are supposed to be persistent between levels? For example, it saves my ammo, but not random custom variables. Is it the same mechanism that save files use, or a different one?
by EMR
Tue Dec 14, 2010 7:47 pm
Forum: QuakeC Programming
Topic: Changing damage on diffirent weapons?
Replies: 4
Views: 962

The damage system is wierd

Look around in weapons.qc-the logic isn't too hard to follow. The amount of damage a pellet for the shotgun and supershotgun is set in the same place, because they use the same 'fire bullets' function. But you can make your own version of that function that does a different amount of damage, or add ...
by EMR
Tue Dec 14, 2010 7:26 pm
Forum: QuakeC Programming
Topic: Quick CSQC stuff
Replies: 1
Views: 725

Quick CSQC stuff

Let's say I wanted to show my current, say, ammo_nails in a CSQC hud. Where in the normal QC would I put the addstat?

Code: Select all

AddStat (AMMO_NAILS, 8, 33);
by EMR
Tue Dec 14, 2010 2:39 am
Forum: QuakeC Programming
Topic: Spawn monsters on command
Replies: 17
Views: 2859

Spawn monsters on command

Let's say I wanted to make a gun that spawned monsters. Would I just spawn a new entity, just like spawning a shot entity, then call the 'monster_bla' function for it? Where are those functions, and what is the syntax for calling them in that context?
by EMR
Sun Nov 14, 2010 10:14 pm
Forum: Tutorial Help
Topic: Custom Basic HUD with CSQC
Replies: 1
Views: 5181

Custom Basic HUD with CSQC

Working through http://www.inside3d.com/showtutorial.php?id=245 . This tutorial is very cool, but leaves the reader to guess about what they should do with some of the files, and I can't get it to compile. Has anyone gotten this to work? If so, what file did they put void DrawHealth() { local string...
by EMR
Sun Nov 14, 2010 9:53 pm
Forum: Tutorial Help
Topic: Adding New Weapons
Replies: 8
Views: 8685

I'm sorry. Having looked into it more, yeah, you can't mess with the hud with normal QC.
by EMR
Sun Nov 14, 2010 8:11 pm
Forum: Tutorial Help
Topic: Adding New Weapons
Replies: 8
Views: 8685

Oh, so I suppose it would be more convenient to just dike out the small hud ammo display altogether-(and possibly replace it with a slot-based ammo display). Where in the QC source is that, by the way?

(Edit - I spelled dike wrong)
by EMR
Sat Nov 13, 2010 8:15 pm
Forum: Tutorial Help
Topic: Adding New Weapons
Replies: 8
Views: 8685

Is there a workaround so that we can have an arbitrary number of weapons? My plan was to test all of the weapon functions I could make before re-writing the weapon switching code. The end goal was to implement a weapon switching/shooting system more like BattleField or Halo, where you swap weapons r...
by EMR
Sat Nov 13, 2010 7:34 pm
Forum: Tutorial Help
Topic: Adding New Weapons
Replies: 8
Views: 8685

Adding New Weapons

In tutorial 60, (http://www.inside3d.com/showtutorial.php?id=60), it claims that weapon IDs don't need to be powers of two. It seems like one would not do that kind of thing if they didn't need to, so is this... true?[/code][/i]
by EMR
Sat Nov 13, 2010 6:27 pm
Forum: QuakeC Programming
Topic: Precaches
Replies: 0
Views: 1785

Precaches

The way precaches work seems to be very peculiar when you're working out of an actual directory rather then a .pak. Try, for example, adding a folder into the "sounds" directory with a name like "aaa"-when you play, the sounds will be all mixed up. Though I think I've added preca...
by EMR
Mon Oct 11, 2010 8:15 pm
Forum: Modeling
Topic: Making a Quake MDL in Blender: for dummies, NOT TOTAL MORONS
Replies: 83
Views: 69535

We can't acess pak2.zip

Phenom wrote:I'm guessing they must have recently included admin approval for registration.

I'm currently waiting for my approval to attempt MDL support in Blender!

Thanks for the guide!
The link to the forum thread isn't working, would someone (kindly) post a link to "pak2.zip", and documentation?