Search found 336 matches
- Thu Feb 16, 2012 10:14 pm
- Forum: QuakeC Programming
- Topic: findradius in CSQC?
- Replies: 3
- Views: 2536
Re: findradius in CSQC?
So would I call that findradius function in ssqc then the found entities moved to csqc via addentity, then do my stuff from there?
- Thu Feb 16, 2012 8:08 am
- Forum: QuakeC Programming
- Topic: findradius in CSQC?
- Replies: 3
- Views: 2536
findradius in CSQC?
I'm not sure what I'm doing wrong here, the code works just fine in SVQC, but it doesn't work at all in CSQC. Did I do something wrong?
local entity blip;
blip = findradius(self.origin, 300);
while(blip)
{
if(blip != self)
{
if(blip.classname == "player")
{
centerprint(blip.netname); //Yes ...
local entity blip;
blip = findradius(self.origin, 300);
while(blip)
{
if(blip != self)
{
if(blip.classname == "player")
{
centerprint(blip.netname); //Yes ...
- Wed Feb 15, 2012 7:29 am
- Forum: Engine Programming
- Topic: Darkplaces Client-Side sounds?
- Replies: 8
- Views: 2704
Re: Darkplaces Client-Side sounds?
stuffcmd play
(There is a draw only to client, why isn't there a "play only to client"???? Or is there ...
But sounds are not entities. ---> So sounds don't have effects. ---> Hence, there are no sound "effects".)
*facepalm* Of course... play. Thanks, and I know that sounds can't have ...
- Wed Feb 15, 2012 7:05 am
- Forum: Engine Programming
- Topic: Darkplaces Client-Side sounds?
- Replies: 8
- Views: 2704
Re: Darkplaces Client-Side sounds?
ohhhh it require CSQC, got ya 
I was hoping to be able to do it via SSQC using some sort of DP feature or extension.
I wouldn't turn to CSQC for just this, theres maybe 3 or 4 sounds total that I would like to play client side only.
I was hoping to be able to do it via SSQC using some sort of DP feature or extension.
I wouldn't turn to CSQC for just this, theres maybe 3 or 4 sounds total that I would like to play client side only.
- Wed Feb 15, 2012 6:43 am
- Forum: Engine Programming
- Topic: Darkplaces Client-Side sounds?
- Replies: 8
- Views: 2704
Re: Darkplaces Client-Side sounds?
soo from the looks of it i simply add:
void(entity e, float chan, string samp) VM_CL_sound = #8;
then
call it in QC as VM_CL_sound(client_entity, CHAN_VOICE, "misc/mysound.wav");
thats what I would assume.
Upon trying it out, It crashed and said it expected 5 parameters, so I mimicked the last ...
void(entity e, float chan, string samp) VM_CL_sound = #8;
then
call it in QC as VM_CL_sound(client_entity, CHAN_VOICE, "misc/mysound.wav");
thats what I would assume.
Upon trying it out, It crashed and said it expected 5 parameters, so I mimicked the last ...
- Wed Feb 15, 2012 4:38 am
- Forum: Engine Programming
- Topic: Darkplaces Client-Side sounds?
- Replies: 8
- Views: 2704
Re: Darkplaces Client-Side sounds?
Well thank you! lol, care to elaborate? Or point me towards documentation that includes this information? I read through the whole DPextensions.qc, didn't find anything.leileilol wrote:Yes.
- Wed Feb 15, 2012 2:45 am
- Forum: Engine Programming
- Topic: Darkplaces Client-Side sounds?
- Replies: 8
- Views: 2704
Darkplaces Client-Side sounds?
Does darkplaces have the ability/feature/extension to allow me to play a sound (via QC) client side?
- Tue Feb 14, 2012 2:33 am
- Forum: Mapping
- Topic: True Rotation DP/TXQBSP
- Replies: 30
- Views: 11814
Re: True Rotation DP/TXQBSP
Well It would have been nice to avoid QC, but if it the cleanest way of doing it is with QC then thats fine too. For some odd reason though LordHavoc's hmap2 makes my Worldcraft crash. I set hmap2 for CSG and BSP, did I do that wrong? Also is there a way to have the rotating object always push the ...
- Mon Feb 13, 2012 7:38 am
- Forum: Mapping
- Topic: True Rotation DP/TXQBSP
- Replies: 30
- Views: 11814
Re: True Rotation DP/TXQBSP
I knew that much, but the object's center of rotation defaults to the map's center/origin.
- Mon Feb 13, 2012 12:14 am
- Forum: QuakeC Programming
- Topic: removing body parts when shot
- Replies: 54
- Views: 17632
Re: removing body parts when shot
thats just the first half, you need to tell your monster what to do when you perform a headshot, when his self.headshot = TRUE;
- Sun Feb 12, 2012 7:52 pm
- Forum: Mapping
- Topic: True Rotation DP/TXQBSP
- Replies: 30
- Views: 11814
True Rotation DP/TXQBSP
I've been reading around and I found that darkplaces does true rotation without any QC, and have tried it myself and alas it worked, but I can't see to figure out how to set the origin of the rotation, its defaulting to the world's origin. Is it an origin brush? point entity? a brush with a certain ...
- Sun Feb 12, 2012 5:19 pm
- Forum: QuakeC Programming
- Topic: DP_EF_NODEPTHTEST
- Replies: 20
- Views: 7487
Re: DP_EF_NODEPTHTEST
Ok i think i understand, but do I gotta set the conditions of it to be viewed my a specific client?
I did something simple like if(self.owner != other)
Or would I put more arguments in there such as if(self.owner == other) self.nodrawtoclient = other;
Man, I apologize, for some reason this one ...
I did something simple like if(self.owner != other)
Or would I put more arguments in there such as if(self.owner == other) self.nodrawtoclient = other;
Man, I apologize, for some reason this one ...
- Sun Feb 12, 2012 5:11 pm
- Forum: QuakeC Programming
- Topic: removing body parts when shot
- Replies: 54
- Views: 17632
Re: removing body parts when shot
thommoboy, I practically wrote one of them for you. The one I wrote will give you headshots, TrackAttack already sends out a traceline, all you need to do is detect where the traceline hit. "trace_endpos" is, well, the end position of the traceline where ever that may be. trace_ent is the entity ...
- Sun Feb 12, 2012 4:53 pm
- Forum: Mapping
- Topic: Smoother Shadows? (TXQBSP)
- Replies: 4
- Views: 4162
Re: Smoother Shadows? (TXQBSP)
Ok got it, thanks guys
- Sun Feb 12, 2012 3:45 am
- Forum: Mapping
- Topic: Smoother Shadows? (TXQBSP)
- Replies: 4
- Views: 4162
Re: Smoother Shadows? (TXQBSP)
well Im pretty sure ive done it before with Q1 light, but i could be mistaken. Am I thinking of a darkplaces command that smooths the light in maps? Does it have/do that?