In a previous thread, Sajt said that invisible entities don't get sent over the network. Does that mean that "trigger_multiple:s don't get sent over the network?
Thanks,
DieparBaby
Search found 44 matches
- Fri Dec 15, 2006 6:20 pm
- Forum: QuakeC Programming
- Topic: Invisible entitities over the network.
- Replies: 2
- Views: 1925
- Thu Dec 14, 2006 8:22 pm
- Forum: Gameplay & Design
- Topic: DM Server map rotation
- Replies: 0
- Views: 4229
DM Server map rotation
Is it possible to setup a map rotation on a vanilla quake deathmatch listen server or does Quake just rotate through the 6 dm levels on its own?
Thanks,
DieparBaby
Thanks,
DieparBaby
- Thu Dec 14, 2006 2:33 pm
- Forum: Mapping
- Topic: What does VIS do?
- Replies: 22
- Views: 16019
pwnedCheapAlert wrote:excuse this
- Mon Dec 11, 2006 7:35 pm
- Forum: Quake Events
- Topic: Speed Project Sign-Up
- Replies: 9
- Views: 23683
- Mon Dec 11, 2006 4:45 pm
- Forum: Quake Events
- Topic: December Speed Mopping!!!
- Replies: 16
- Views: 37507
- Mon Dec 11, 2006 1:13 pm
- Forum: QuakeC Programming
- Topic: Coffee's tutor bot...feet in ground
- Replies: 4
- Views: 2673
- Sun Dec 10, 2006 3:15 am
- Forum: QuakeC Programming
- Topic: Coffee's tutor bot...feet in ground
- Replies: 4
- Views: 2673
Coffee's tutor bot...feet in ground
I copied the code Coffee (AI Cafe) wrote for spawning a monster bot.
http://minion.planetquake.gamespy.com/tutorial/tutor9.htm
It works great except for the fact that the feet of the monster
are always in the ground, even when I spawn them in the air.
Any idea why this is happening?
Thanks ...
http://minion.planetquake.gamespy.com/tutorial/tutor9.htm
It works great except for the fact that the feet of the monster
are always in the ground, even when I spawn them in the air.
Any idea why this is happening?
Thanks ...
- Thu Dec 07, 2006 7:14 pm
- Forum: Artificial Intelligence
- Topic: ai_disable
- Replies: 9
- Views: 7805
- Thu Dec 07, 2006 6:03 pm
- Forum: Artificial Intelligence
- Topic: ai_disable
- Replies: 9
- Views: 7805
ai_disable
Just wondering if vanilla quake or WinQuake has an ai_disable console command. I've haven't been able to google one.
Thanks,
DieparBaby
Thanks,
DieparBaby
- Wed Dec 06, 2006 4:18 pm
- Forum: QuakeC Programming
- Topic: what we haven't really done yet
- Replies: 46
- Views: 20715
- Tue Dec 05, 2006 9:26 pm
- Forum: QuakeC Programming
- Topic: getting up from crouching
- Replies: 16
- Views: 8611
- Tue Dec 05, 2006 8:36 pm
- Forum: QuakeC Programming
- Topic: getting up from crouching
- Replies: 16
- Views: 8611
- Tue Dec 05, 2006 8:22 pm
- Forum: QuakeC Programming
- Topic: getting up from crouching
- Replies: 16
- Views: 8611
As far as I know, when you bind a key to an impulse, holding the key down is no different then simply tap the key once. For example, if you set up your mod so that the fire command was done through an impulse and you held down the key that was bound to the impulse, your weapon would only fire once ...
- Tue Dec 05, 2006 5:48 pm
- Forum: QuakeC Programming
- Topic: getting up from crouching
- Replies: 16
- Views: 8611
Re: getting up from crouching
I followed this tutorial: http://www.inside3d.com/showtutorial.php?id=169
I am trying to fix the bug where you don't stand up automatically after getting out of a tunnel.
I put :
if (self.crouch && !self.impulse == 33)
{
crouch_off ();
}
at the end of CheckPowerups in client.qc.
now when I ...
I am trying to fix the bug where you don't stand up automatically after getting out of a tunnel.
I put :
if (self.crouch && !self.impulse == 33)
{
crouch_off ();
}
at the end of CheckPowerups in client.qc.
now when I ...