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 ...
Search found 129 matches
- Wed Oct 11, 2006 11:37 am
- Forum: QuakeC Programming
- Topic: I need gyro 2 help
- Replies: 20
- Views: 10395
- Tue Oct 10, 2006 1:14 pm
- Forum: QuakeC Programming
- Topic: I need gyro 2 help
- Replies: 20
- Views: 10395
- 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 ...
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 ...
- Sun Sep 17, 2006 12:06 am
- Forum: General Discussion
- Topic: i miss
- Replies: 11
- Views: 3490
- Sat Sep 16, 2006 10:35 am
- Forum: General Discussion
- Topic: i miss
- Replies: 11
- Views: 3490
- Tue Aug 29, 2006 9:09 pm
- Forum: General Discussion
- Topic: What Quake Monster Are You?
- Replies: 10
- Views: 2818
- Sun Aug 27, 2006 8:58 pm
- Forum: QuakeC Programming
- Topic: Mod Idea: Vampire
- Replies: 7
- Views: 4335
- Sun Aug 27, 2006 7:59 pm
- Forum: QuakeC Programming
- Topic: Wave-based game
- Replies: 21
- Views: 8146
- Wed Aug 16, 2006 9:31 pm
- Forum: QuakeC Programming
- Topic: Design Documents?
- Replies: 16
- Views: 7903
- 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 ...
- Sun Aug 13, 2006 6:39 pm
- Forum: General Discussion
- Topic: CocoT
- Replies: 15
- Views: 5888
- Sun Aug 13, 2006 12:47 pm
- Forum: General Discussion
- Topic: Non-Q1 mods that ought to be converted
- Replies: 14
- Views: 4550
- 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 ...
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 ...
- Thu Aug 10, 2006 10:44 pm
- Forum: General Discussion
- Topic: Gyro Physics / Vengeance R2 AVI?
- Replies: 16
- Views: 5781
- Thu Aug 10, 2006 8:28 pm
- Forum: General Discussion
- Topic: Gyro Physics / Vengeance R2 AVI?
- Replies: 16
- Views: 5781