not sure what you mean. maybe you could post a screenshotSpirit wrote:Using hondobondo's code (thanks!) I now get monsters that arrange in a nice circle around me but stay on a distance. Is that a bug in the code above or did I screw up something (in my horrid code base)?
Search found 207 matches
- Tue Feb 22, 2011 3:04 am
- Forum: QuakeC Programming
- Topic: endless enemy spawn
- Replies: 25
- Views: 6524
- Mon Feb 07, 2011 3:43 am
- Forum: QuakeC Programming
- Topic: Why...
- Replies: 17
- Views: 3528
- Thu Jan 27, 2011 10:25 pm
- Forum: QuakeC Programming
- Topic: Question about shotgun...
- Replies: 7
- Views: 2139
Re: Question about shotgun...
5 degrees.Orion wrote:Hey, I just have a little curiosity on FireBullets.
I know it uses a vector to define horizontal and vertical spread, but I want to know the following: 0.1 in the vector means how many degrees of spread?
haha just kidding. no idea. i usually just try numbers till i get what i want
- Sun Jan 23, 2011 3:59 pm
- Forum: General Discussion
- Topic: ...And the Hell freezes over!
- Replies: 32
- Views: 8005
- Fri Jan 21, 2011 5:57 pm
- Forum: Gameplay & Design
- Topic: Weapon feedback
- Replies: 32
- Views: 44368
- Fri Jan 07, 2011 5:47 pm
- Forum: General Discussion
- Topic: happy new years! Super Duper Quake 2.8
- Replies: 1
- Views: 1573
made a booboo
i released it a sec too early. the multiprojectile won't work in most maps, so do this
go to items.qc in folder .\NOHRP and find void () item_artifact_multiprojectile. open it in any text editor like notepad.
add this line to the function:
self.classname = "item_artifact_multiprojectile";
then ...
go to items.qc in folder .\NOHRP and find void () item_artifact_multiprojectile. open it in any text editor like notepad.
add this line to the function:
self.classname = "item_artifact_multiprojectile";
then ...
- Mon Jan 03, 2011 6:20 pm
- Forum: General Discussion
- Topic: happy new years! Super Duper Quake 2.8
- Replies: 1
- Views: 1573
- Mon Jan 03, 2011 1:37 am
- Forum: Engine Programming
- Topic: happy new years! Super Duper Quake 2.8
- Replies: 2
- Views: 1082
happy new years! Super Duper Quake 2.8
http://media.moddb.com/images/downloads ... uake50.jpg
New Version!
http://www.moddb.com/mods/bondos-superd ... ke-28-full
should be ready for download tomorrow
New Version!
http://www.moddb.com/mods/bondos-superd ... ke-28-full
should be ready for download tomorrow
- Fri Dec 24, 2010 7:01 pm
- Forum: QuakeC Programming
- Topic: Rusty on .qc
- Replies: 5
- Views: 1406
- Tue Dec 14, 2010 4:47 pm
- Forum: QuakeC Programming
- Topic: Spawn monsters on command
- Replies: 17
- Views: 4068
- Tue Dec 14, 2010 4:38 am
- Forum: QuakeC Programming
- Topic: Spawn monsters on command
- Replies: 17
- Views: 4068
Re: 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?
local entity new,temp;
new = spawn ...
local entity new,temp;
new = spawn ...
- Tue Dec 14, 2010 2:01 am
- Forum: Engine Programming
- Topic: tyrlite vs big maps vs mh_coloredlight
- Replies: 26
- Views: 6785
done it
http://www.moddb.com/mods/bondos-superduper-quake-25/downloads/superduper-quake-engine-096
there are some weird artifacts however, if you look close. (DON'T LOOK CLOSE)
they're hard to miss, unfortunately
http://media.moddb.com/cache/images/downloads/1/29/28799/thumb_620x2000/quake04.jpg ...
there are some weird artifacts however, if you look close. (DON'T LOOK CLOSE)
they're hard to miss, unfortunately
http://media.moddb.com/cache/images/downloads/1/29/28799/thumb_620x2000/quake04.jpg ...
- Mon Nov 29, 2010 1:32 am
- Forum: Engine Programming
- Topic: Compiling Remake Quake
- Replies: 4
- Views: 1573
- Sun Nov 28, 2010 5:04 pm
- Forum: Engine Programming
- Topic: Compiling Remake Quake
- Replies: 4
- Views: 1573
Compiling Remake Quake
installed sdl and sdl_net libs and include files and i get this:
1>C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5): warning MSB8012: TargetPath(F:\downloads\backup2\games\q1\RMQEngine-2010-11-17-Test\MSVC\Debug\RMQ Engine MSVC.exe) does not match the Linker's ...
1>C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5): warning MSB8012: TargetPath(F:\downloads\backup2\games\q1\RMQEngine-2010-11-17-Test\MSVC\Debug\RMQ Engine MSVC.exe) does not match the Linker's ...
- Sun Nov 28, 2010 3:56 pm
- Forum: General Discussion
- Topic: The Problem of Quake's Player Base Size
- Replies: 31
- Views: 7593
