Will have to give this a try sometime.
You should have all enemies take damage at the start of the function too (both the spawner and the spawned). Even make it 0 damage. This would make them run around and make the game even more chaotic.
Search found 70 matches
- Thu Oct 18, 2012 2:13 am
- Forum: QuakeC Programming
- Topic: Multiply / clone enemies
- Replies: 6
- Views: 3084
- Sat Apr 07, 2012 11:20 pm
- Forum: QuakeC Programming
- Topic: 6 round burst fire
- Replies: 15
- Views: 5871
- Sat Apr 07, 2012 5:03 pm
- Forum: QuakeC Programming
- Topic: 6 round burst fire
- Replies: 15
- Views: 5871
Re: 6 round burst fire
Tried all of your ways. Each worked but sadly still caused them to fire all at once (my fault most likely lmao). So I did do this: //classichammerburst void() player_supernail1 =[$shotatt2, player_supernail2 ] { self.weaponframe=2; self.effects = self.effects | EF_MUZZLEFLASH; W_FireSuperSpikes (); ...
- Fri Apr 06, 2012 10:10 pm
- Forum: QuakeC Programming
- Topic: 6 round burst fire
- Replies: 15
- Views: 5871
Re: 6 round burst fire
And before anybody asks, no I still don't have any time to do that tutorial series I was planning. That directed at me with the possible 100+ weapons that we discussed nearly a year ago? :P I hear ya there. Been working on it off and on. However basically zero progress has been made. Too busy with ...
- Fri Apr 06, 2012 4:49 am
- Forum: QuakeC Programming
- Topic: 6 round burst fire
- Replies: 15
- Views: 5871
Re: 6 round burst fire
Got it to fire 6 shots at once - but it's firing all 6 at once like a shotgun - instead of actually firing in a burst.
- Thu Apr 05, 2012 2:43 am
- Forum: QuakeC Programming
- Topic: 6 round burst fire
- Replies: 15
- Views: 5871
6 round burst fire
Having some issues with this and I know it's so simple. Been trying to make a weapon that fires in a 6 round burst. I get the 6 round burst just fine and making it not fire if you have under 6 shots. However what I am wanting is for it to fire in a burst regardless of the ammo it has. So if it has 4...
- Sun Jul 31, 2011 5:52 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6000473
- Tue Jul 19, 2011 7:54 am
- Forum: General Discussion
- Topic: Suggestions for LordHavoc's Darkplaces
- Replies: 18
- Views: 5628
My only want is the full functionality of the Quake 3 shader functions. It would make for some amazing customizations - plus would greatly benefit projects like Quake Reforged - the Chthon skin for example. Takes like 30mb - whereas if we had full functionality it could drop to 4mb tops as there wou...
- Fri Jun 10, 2011 6:40 am
- Forum: Programming Tutorials
- Topic: Physics: Freeze all non-clients
- Replies: 2
- Views: 2638
- Tue May 24, 2011 2:31 am
- Forum: QuakeC Programming
- Topic: spawning an entity during animation of another entity
- Replies: 4
- Views: 1281
- Sun May 22, 2011 12:37 am
- Forum: Modeling
- Topic: 3D Studio Max for free (features cut for game development)
- Replies: 15
- Views: 12254
- Tue May 17, 2011 3:45 am
- Forum: General Discussion
- Topic: Quoth site.
- Replies: 5
- Views: 1648
- Tue May 17, 2011 3:42 am
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 112285
- Wed Apr 27, 2011 3:52 pm
- Forum: Engine Programming
- Topic: Amount of Quake in Half Life 2
- Replies: 2
- Views: 1223
Differs in many fashions. Has all the extra texture formats, sound engine features (surround sound for one), normal mapping, gloss textures ect. There's so much to list. I know just from models: -skeletal animation instead of vertex -weighed skeleton (requires above) -animation blending (having lowe...
- Sun Apr 17, 2011 9:19 pm
- Forum: Tutorial Help
- Topic: [C&P Tutorial] Weapon System Overhaul
- Replies: 17
- Views: 29822