Search found 13 matches
- Tue Dec 21, 2010 3:28 pm
- Forum: QuakeC Programming
- Topic: Spawn monsters on command
- Replies: 17
- Views: 2859
- Wed Dec 15, 2010 9:33 pm
- Forum: QuakeC Programming
- Topic: Yet another dumb question-saves
- Replies: 3
- Views: 935
- 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?
- 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 ...
- 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);
- 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?
- 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...
- Sun Nov 14, 2010 9:53 pm
- Forum: Tutorial Help
- Topic: Adding New Weapons
- Replies: 8
- Views: 8685
- Sun Nov 14, 2010 8:11 pm
- Forum: Tutorial Help
- Topic: Adding New Weapons
- Replies: 8
- Views: 8685
- 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...
- 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]
- 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...
- 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
The link to the forum thread isn't working, would someone (kindly) post a link to "pak2.zip", and documentation?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!