Search found 44 matches

by DieparBaby
Fri Dec 15, 2006 6:20 pm
Forum: QuakeC Programming
Topic: Invisible entitities over the network.
Replies: 2
Views: 1925

Invisible entitities over the network.

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
by DieparBaby
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
by DieparBaby
Thu Dec 14, 2006 2:33 pm
Forum: Mapping
Topic: What does VIS do?
Replies: 22
Views: 16019

CheapAlert wrote:excuse this
pwned
by DieparBaby
Mon Dec 11, 2006 7:35 pm
Forum: Quake Events
Topic: Speed Project Sign-Up
Replies: 9
Views: 23683

I'm interested in signing up as a coder.
by DieparBaby
Mon Dec 11, 2006 4:45 pm
Forum: Quake Events
Topic: December Speed Mopping!!!
Replies: 16
Views: 37507

I'm in as a qc modder soon as I figure out this irc thing.
by DieparBaby
Mon Dec 11, 2006 1:13 pm
Forum: QuakeC Programming
Topic: Coffee's tutor bot...feet in ground
Replies: 4
Views: 2673

Thank you FrikaC. I also changed the "bot.origin = ..." to "setorigin(bot, ...)"

P.S. Can I spawn() your children? ;)
by DieparBaby
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 ...
by DieparBaby
Thu Dec 07, 2006 7:14 pm
Forum: Artificial Intelligence
Topic: ai_disable
Replies: 9
Views: 7805

Well I don't know if it's called ai_disable exactly but a search for "quake 1 disable ai" should turn up something if it exists. I just wanted to be able to turn the monster thinks off and on. I'm near the end of writing a quake c 'mod' to do it in case there isn't already a way.
by DieparBaby
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
by DieparBaby
Wed Dec 06, 2006 4:18 pm
Forum: QuakeC Programming
Topic: what we haven't really done yet
Replies: 46
Views: 20715

What about a simplified version of Garry's mod?
by DieparBaby
Tue Dec 05, 2006 9:26 pm
Forum: QuakeC Programming
Topic: getting up from crouching
Replies: 16
Views: 8611

Renegade:

ah. That was kinda simplistic of me.
by DieparBaby
Tue Dec 05, 2006 8:36 pm
Forum: QuakeC Programming
Topic: getting up from crouching
Replies: 16
Views: 8611

If you want to fix this bug, put a check in the code that makes you stand up that does a traceline to see if there is enough space to stand up. I think the player height is 56.
by DieparBaby
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 ...
by DieparBaby
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 ...