For generating zombies, there is the obvious first thing of making every monster just be converted into a zombie immediately, just have that entity point to the variety of zombie you would like it to be (or roll the dice and pick from one of a few zombie types).
Further to this, in each monster's ...
Search found 266 matches
- Wed Jun 29, 2011 11:15 am
- Forum: Gameplay & Design
- Topic: Zombie types
- Replies: 14
- Views: 27185
- Tue Jun 07, 2011 6:26 am
- Forum: QuakeC Programming
- Topic: -zone to prevent crashing
- Replies: 21
- Views: 7375
- Mon Jun 06, 2011 10:54 am
- Forum: Gameplay & Design
- Topic: Playing without a mouse
- Replies: 7
- Views: 17910
- Sat Jun 04, 2011 6:07 am
- Forum: Programming Tutorials
- Topic: Loading External .Ent Files
- Replies: 18
- Views: 12346
- Sun May 29, 2011 3:33 am
- Forum: Engine Programming
- Topic: Engine Philosophy Discussion
- Replies: 40
- Views: 11640
- Tue May 24, 2011 12:27 pm
- Forum: General Discussion
- Topic: How to use different "gravity" for some entities i
- Replies: 12
- Views: 5868
- Fri May 20, 2011 4:48 am
- Forum: Engine Programming
- Topic: Fixed point Quake
- Replies: 5
- Views: 2569
- Thu May 19, 2011 4:02 am
- Forum: QuakeC Programming
- Topic: Normalized Random Numbers (Bell Curve)
- Replies: 3
- Views: 3222
- Thu May 19, 2011 3:30 am
- Forum: QuakeC Programming
- Topic: Normalized Random Numbers (Bell Curve)
- Replies: 3
- Views: 3222
- Wed May 18, 2011 5:52 pm
- Forum: QuakeC Programming
- Topic: Owned: Bobbing Platforms (Tutorial)
- Replies: 6
- Views: 2998
Nice. Didn't think to use a sine table. That long mad elseif chain can be made more efficient (for matters of runaway loops). But other than that, good stuff.
Edit:
Mathlib sin uses radians, not degrees. sin (90) degrees == sin (M_PI / 2) radians.
Actually, the other way around. The sin() builtin ...
Edit:
Mathlib sin uses radians, not degrees. sin (90) degrees == sin (M_PI / 2) radians.
Actually, the other way around. The sin() builtin ...
- Tue May 17, 2011 10:57 pm
- Forum: General Programming
- Topic: Differences in Quake and Unreal
- Replies: 8
- Views: 5605
- Tue May 17, 2011 1:19 am
- Forum: QuakeC Programming
- Topic: Bobbing Platform (The Hard Question)
- Replies: 7
- Views: 2869
Re: Bobbing Platform (The Hard Question)
Let's say you have 3 or 4 platforms suspended in mid-air. Can they be made to bob via QuakeC? (func_platform_bobbing or whatever)
"Q3-style" item bobbing (like in ezQuake or JoeQuake, cl_bobbing 1) uses the sin function to alternate through values between 0 and 1 with a circular kind of momentum ...
"Q3-style" item bobbing (like in ezQuake or JoeQuake, cl_bobbing 1) uses the sin function to alternate through values between 0 and 1 with a circular kind of momentum ...
- Mon May 16, 2011 2:52 pm
- Forum: Engine Programming
- Topic: Max number of entities.
- Replies: 14
- Views: 4342
- Mon May 16, 2011 12:51 am
- Forum: Engine Programming
- Topic: Perhaps better "world" interaction with mouse
- Replies: 2
- Views: 1805
- Mon May 16, 2011 12:48 am
- Forum: General Programming
- Topic: Differences in Quake and Unreal
- Replies: 8
- Views: 5605
From what I know, somewhat similar. UnrealScript has both touch and untouch , QuakeC lacks the latter. UnrealScript also has ways of allowing you to say "do foo for 2 seconds, then do bar" without having to have a seperate functions for foo and bar and using think/nextthink to change between them ...