Search found 129 matches

by Quake Matt
Wed Oct 11, 2006 11:37 am
Forum: QuakeC Programming
Topic: I need gyro 2 help
Replies: 20
Views: 10395

Part 3 - Floating Pineapples, about three paragraphs down:

setmodel (missile, "progs/grenade.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, self.origin);

Gyro_Object_Activate(missile, 800);

This will instruct Gyro to treat the grenade as a physics object with mass 800, just ...
by Quake Matt
Tue Oct 10, 2006 1:14 pm
Forum: QuakeC Programming
Topic: I need gyro 2 help
Replies: 20
Views: 10395

All physics objects have mass greater than zero. You can't create them any other way since the function to set an object as a physics entity is this:

Gyro_Object_Activate(entity obj, float mass)

The mass won't do anything however, until you've either given the object some physics properties ...
by Quake Matt
Sun Oct 08, 2006 11:27 am
Forum: QuakeC Programming
Topic: I need gyro 2 help
Replies: 20
Views: 10395

Sounds like you haven't added the four Gyro files to your progs.src file.

Once you've copied them into mod's source, along with all the other .qc files, you'll need to open progs.src with a text editor. This file tells the compiler which .qc files it needs to load and in what order. You need to add ...
by Quake Matt
Sun Sep 17, 2006 12:06 am
Forum: General Discussion
Topic: i miss
Replies: 11
Views: 3490

I miss some of the old particle effects, especially the blood trails.
by Quake Matt
Sat Sep 16, 2006 10:35 am
Forum: General Discussion
Topic: i miss
Replies: 11
Views: 3490

Yeah, first four for me too. The brown tint was pure style!
by Quake Matt
Tue Aug 29, 2006 9:09 pm
Forum: General Discussion
Topic: What Quake Monster Are You?
Replies: 10
Views: 2818

Me too! A wise and noble Shalrath, no less.
by Quake Matt
Sun Aug 27, 2006 8:58 pm
Forum: QuakeC Programming
Topic: Mod Idea: Vampire
Replies: 7
Views: 4335

Why do you not want to drink their blood?
There's a pen and paper RPG that I used to play called Vampire: The Masquerade. The 'good' vampires in that had a humanity level that they had to keep high (by not brutally killing everyone they came across!) otherwise they'd be consumed by their inner ...
by Quake Matt
Sun Aug 27, 2006 7:59 pm
Forum: QuakeC Programming
Topic: Wave-based game
Replies: 21
Views: 8146

I'm pretty sure you'll have to check for every entity in the chain. Even if it's possible to do it another way, the simplest way is usually the best! Considering a single spawn point, your code might look like this:

head = findradius(org, 100);
while(head)
{
if (head.solid != SOLID_NOT) //if head ...
by Quake Matt
Wed Aug 16, 2006 9:31 pm
Forum: QuakeC Programming
Topic: Design Documents?
Replies: 16
Views: 7903

Just a little todo list for me, and sometimes a collection of notes about things I've already coded.
by Quake Matt
Mon Aug 14, 2006 11:53 am
Forum: QuakeC Programming
Topic: Wave-based game
Replies: 21
Views: 8146

Well, if all else fails, it's time to use bprint! Add some code into the monster AI (ai_run() should be called every frame, found in ai.qc) that constantly spews out some information, like the classname and origin of the monster's enemy. Also, do the same for your player-finding function, before and ...
by Quake Matt
Sun Aug 13, 2006 6:39 pm
Forum: General Discussion
Topic: CocoT
Replies: 15
Views: 5888

Good for you, CocoT! Wishing you all the best of luck!
by Quake Matt
Sun Aug 13, 2006 12:47 pm
Forum: General Discussion
Topic: Non-Q1 mods that ought to be converted
Replies: 14
Views: 4550

Yeah, bots are on the todo list, like everything else!

I had an idea a little like SourceForts a few years ago, but with much larger, pre-fabbed structures like walls, pillboxes and armouries. It'd be cool to see that brought to Quake, but it'd benefit from large, outdoor areas, so it probably ...
by Quake Matt
Sun Aug 13, 2006 12:25 pm
Forum: QuakeC Programming
Topic: Wave-based game
Replies: 21
Views: 8146

The monsters that are being spawned are either trying to walk into the info_player_start or just walking through it as a result of their angle.
That's... odd...

When they get to and then pass the info_player_start, do the monsters turn around and go back through it, or do they continue until they ...
by Quake Matt
Thu Aug 10, 2006 10:44 pm
Forum: General Discussion
Topic: Gyro Physics / Vengeance R2 AVI?
Replies: 16
Views: 5781

Yeah, because so many things share the spike shooting function, such as wizzids and death knights, I had to limit it to players only. As I said, it's nothing particularly fancy - just the basics for now. Once I'm done with the readme (and my upcoming holiday!) I'll try to make something more ...
by Quake Matt
Thu Aug 10, 2006 8:28 pm
Forum: General Discussion
Topic: Gyro Physics / Vengeance R2 AVI?
Replies: 16
Views: 5781

I demand a simple mod with Frikbots and Gyro incorporated into all of the weapons and corpses etc.
Nothing particularly fancy, but here you go ! Most of the weapons use Gyro, including the shotguns using the new cylindrical falloff. I couldn't get corpses to look right, so monsters turn into a ...