It's limited to 4 because the bodyque only has 4 entities. The limit can be increased in world.qc but by the time it's at a reasonable level for most Quake maps these days, you'll have run out of entities along the way.
The bodyque was designed for players in deathmatch, so that's why it has such ...
Search found 771 matches
- Thu Apr 14, 2011 1:53 am
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 123740
- Thu Apr 14, 2011 1:32 am
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 123740
Interesting. I'm not sure what would cause this bodyhopping. Are you doing this tutorial in fresh QC or in a mod? If you're doing it in a mod, try doing a fresh QC implementation and let me know if it still happens.
As for falling through the floor... hmm... Being too thin would have been my first ...
As for falling through the floor... hmm... Being too thin would have been my first ...
- Tue Apr 12, 2011 2:06 am
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 123740
DURRRR.... I feel stupid.
Found some time after all and downloaded the new darkplaces. So, it turns out the bodies sank through the floor for a good reason: they weren't falling through the floor, but the model was sinking just deep enough to look like it. We just need to set a minimum z size, then ...
Found some time after all and downloaded the new darkplaces. So, it turns out the bodies sank through the floor for a good reason: they weren't falling through the floor, but the model was sinking just deep enough to look like it. We just need to set a minimum z size, then ...
- Tue Apr 12, 2011 1:41 am
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 123740
- Tue Apr 12, 2011 12:54 am
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 123740
- Mon Apr 11, 2011 5:15 am
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 123740
- Fri Apr 08, 2011 10:00 pm
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 123740
- Sat Apr 02, 2011 4:52 pm
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 123740
- Sat Apr 02, 2011 5:20 am
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 123740
I updated the original post with those changes, for new users of the tutorial. Let me know if you guys have any trouble with it.
New adventure for you advanced coders:
Start a new project with fresh QC. Follow the tutorial, ignoring the corpse stuff (basically we want to call SemisolidPreThink and ...
New adventure for you advanced coders:
Start a new project with fresh QC. Follow the tutorial, ignoring the corpse stuff (basically we want to call SemisolidPreThink and ...
- Sat Apr 02, 2011 1:14 am
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 123740
I will def have to apply this :)
One possible bug did come to mind. Does this set the corpse itself to non-solid if a player is standing in it or just make the player pass through it while still remaining solid?
Reason I ask is a possible bug can be if a player is standing in the entity, it's then ...
One possible bug did come to mind. Does this set the corpse itself to non-solid if a player is standing in it or just make the player pass through it while still remaining solid?
Reason I ask is a possible bug can be if a player is standing in the entity, it's then ...
- Thu Mar 31, 2011 12:04 am
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 123740
leileilol: If I remember right, in TF2 allies can walk through each other right? If so, yes you can support this using the semisolid feature. If each player has semisolid = "team1" or "team2", and you modify the find functions to search for self.semisolid instead of "y" (or in addition to it), then ...
- Wed Mar 30, 2011 5:29 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511203
Well the func_wall bug only affects walls with the semisolid feature. Shouldn't hurt other walls.
As for stepping on bodies, there's a few options. One involves adding the FL_ONGROUND flag when the player touches the corpse, which if I remember right allows him to step onto it. However, this allows ...
As for stepping on bodies, there's a few options. One involves adding the FL_ONGROUND flag when the player touches the corpse, which if I remember right allows him to step onto it. However, this allows ...
- Wed Mar 30, 2011 2:20 am
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 123740
- Wed Mar 30, 2011 12:27 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511203
- Wed Mar 30, 2011 12:17 am
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 123740