Search found 39 matches

by ratbert
Wed Sep 07, 2011 7:24 pm
Forum: News & Announcements
Topic: Inside3D Forums Down Time
Replies: 35
Views: 46764

Re: Inside3D Forums Down Time

[quote="frag.machine"][quote="FrikaC"]Surprise! I did it today.[/quote]

Upgrade complete. Now you must construct additional pylons![/quote]


Hmm "pylons" huh? Close cousins of "cylons"????
by ratbert
Mon Jul 11, 2011 9:31 pm
Forum: QuakeC Programming
Topic: FTE String question
Replies: 1
Views: 1159

FTE String question

FTE STRINGS WIKI
================

float(string str, string sub, float startpos) strstrofs = #221; // returns the offset into a string of the matching text, or -1 if not found, case sensitive
float(string str, float ofs) str2chr = #222; // returns the character at the specified offset as an integer ...
by ratbert
Fri Jun 24, 2011 2:44 pm
Forum: Gameplay & Design
Topic: Zombie types
Replies: 14
Views: 27185

Few things I implemented into prozac coop mod I run

> Suicide nuke zombie - Basically they come at you at a very fast pace. If they are able to touch you they will go off like a real nuke with a nice mushroom cloud effect. Gotta gib them is the only way to stop them.

>Zombie throwing gibs that ...
by ratbert
Mon May 16, 2011 3:04 pm
Forum: QuakeC Programming
Topic: getsound?
Replies: 5
Views: 1680

Could try looking at CustomTF Prozac COOP source code. Monsters are able to hear player sounds and detect them.

Note that quake mod runs on quakeworld.
by ratbert
Tue Jan 18, 2011 4:55 pm
Forum: QuakeC Programming
Topic: Help: displaying 'Time left in Game'
Replies: 9
Views: 2048

OMC that was me suggesting you use a timer or time compare to only send down the centerprint stuff when needed. Sending a centerprint to client on everyframe can be a bottle neck and wasteful.

Might suggest an alternative in using the monster kill count / total monsters count that is displayed on ...
by ratbert
Sat Oct 30, 2010 11:40 pm
Forum: General Discussion
Topic: Compiled Prozac-TF Coop latest version
Replies: 2
Views: 1239

Going to need a little more than that to run prozac coop.

Your coop config files are missing quite a bit.

You need any help UFIA. Just private message me here.

You know I run two versions of prozac coop right?
by ratbert
Wed Oct 06, 2010 3:35 am
Forum: QuakeC Programming
Topic: Spawning a trigger between 2 entities...
Replies: 6
Views: 1681

Why not look at custom tf quake source. They have a field generator already in their that works.
by ratbert
Wed Sep 08, 2010 4:48 pm
Forum: QuakeC Programming
Topic: Gravity Gun help
Replies: 20
Views: 4095

Here is gravity gun code from customtf mod (aka prozac coop). This what your looking for?



===============================================
code from weapon.qc
===============================================

if ( self.current_weapon == #WEAP_ZEROGRAVITY ) {
zg_togglepickup( self, #FALSE ...
by ratbert
Tue Nov 24, 2009 4:24 pm
Forum: General Discussion
Topic: Melee Attacks
Replies: 11
Views: 2711

How about some things that I've given monsters that players use in the prozactf coop mod can use and then some.

1 - Tarbaby when it explodes can give you a nasty concussion or infect you with a disease when your close enough.

2 - Vores with spiked balls that explore that emit gas that can choke ...