Search found 52 matches
- Fri Dec 09, 2011 11:14 pm
- Forum: QuakeC Programming
- Topic: Impulse?
- Replies: 8
- Views: 2487
Re: Impulse?
This is terrible news. =(
- Fri Dec 09, 2011 7:12 pm
- Forum: QuakeC Programming
- Topic: Impulse?
- Replies: 8
- Views: 2487
Impulse?
Does Quake have a problem reading many Impulses at once? As far as I can tell if two are called simultaneously it may reject one of them?
If, for example I did something of this sort
bind a +walking_left
alias +walking_left "impulse 19; +moveleft"
alias -walking_left "impulse 19; -moveleft ...
If, for example I did something of this sort
bind a +walking_left
alias +walking_left "impulse 19; +moveleft"
alias -walking_left "impulse 19; -moveleft ...
- Wed Dec 07, 2011 3:50 am
- Forum: QuakeC Programming
- Topic: Impulse on start
- Replies: 11
- Views: 3146
Re: Impulse on start
Ugh, sorry guys. Thanks again for the advice, I was trying so many things to get this right and it seriously came down to mixing up a TRUE/FALSE in my code.
- Tue Dec 06, 2011 7:17 am
- Forum: QuakeC Programming
- Topic: Impulse on start
- Replies: 11
- Views: 3146
Re: Impulse on start
No, it's a custom cam that works much like anachronox or mass effect. I'll have to keep working on a fix I guess.
- Tue Dec 06, 2011 4:05 am
- Forum: QuakeC Programming
- Topic: Impulse on start
- Replies: 11
- Views: 3146
Re: Impulse on start
For one, I am using darkplaces.
"Why would you call an impulse to start a camera?" <- Why is a tough one; haha.
Perhaps I am asking incorrectly? My game uses a third person camera. It simply needs to be started every time by typing impulse 20.
If I am going to code this into quake.qc I painfully ...
"Why would you call an impulse to start a camera?" <- Why is a tough one; haha.
Perhaps I am asking incorrectly? My game uses a third person camera. It simply needs to be started every time by typing impulse 20.
If I am going to code this into quake.qc I painfully ...
- Mon Dec 05, 2011 5:18 am
- Forum: QuakeC Programming
- Topic: Impulse on start
- Replies: 11
- Views: 3146
Impulse on start
I'm having some trouble finding a way to start the game with my Impulse 20 activated at launch.
it also reverts when I change levels. Its finally driving me mad as it helps run my camera.
any advice?
it also reverts when I change levels. Its finally driving me mad as it helps run my camera.
any advice?
- Mon Dec 05, 2011 4:16 am
- Forum: Artificial Intelligence
- Topic: QC Clean. Individual AI scripts
- Replies: 5
- Views: 15523
Re: QC Clean. Individual AI scripts
Haha I understand that. I'll come back to the question later though. I have made some major breakthroughs on my third person camera so I'm going to set aside some of my AI work as of now. Thanks again though, it's a really big help in getting the sort of feeling that I want.
- Sun Dec 04, 2011 5:55 pm
- Forum: Artificial Intelligence
- Topic: QC Clean. Individual AI scripts
- Replies: 5
- Views: 15523
Re: QC Clean. Individual AI scripts
Also I have added
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_type1 : "Type" []
to the .fgd for worldcraft. still trying to find a way to define this new class.
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_type1 : "Type" []
to the .fgd for worldcraft. still trying to find a way to define this new class.
- Sun Dec 04, 2011 5:39 pm
- Forum: Artificial Intelligence
- Topic: QC Clean. Individual AI scripts
- Replies: 5
- Views: 15523
Re: QC Clean. Individual AI scripts
Thanks it works swimmingly. I was very close to achieving this but taking a much longer rout. Now, what is the easiest way of getting this monster_type1. (the one that is made the exception) into the game?
Simply renaming the entity monster_type1 in worldcraft obviously will not show the monster. I ...
Simply renaming the entity monster_type1 in worldcraft obviously will not show the monster. I ...
- Sat Dec 03, 2011 7:09 pm
- Forum: Artificial Intelligence
- Topic: QC Clean. Individual AI scripts
- Replies: 5
- Views: 15523
QC Clean. Individual AI scripts
Hey guys. I'm using a clean base QC. As far as I can tell all of the major monsters in single player all run out of ( ai.qc )
Now I have done some messing around with this but I cannot get to the conclusion I have been looking for.
Also any modifications to the script I do in ai.qc will lead to ...
Now I have done some messing around with this but I cannot get to the conclusion I have been looking for.
Also any modifications to the script I do in ai.qc will lead to ...
- Fri Dec 02, 2011 9:27 pm
- Forum: Mapping
- Topic: Nodes? Singleplayer.
- Replies: 2
- Views: 2531
Re: Nodes? Singleplayer.
Thank you, it was quite simple. I had also broken part of the path code trying to make the monsters non-hostile.
- Fri Dec 02, 2011 7:38 pm
- Forum: Mapping
- Topic: Nodes? Singleplayer.
- Replies: 2
- Views: 2531
Nodes? Singleplayer.
Hi guys. I use worldcraft to construct single player maps. How exactly do I make a path node and tell a monster to follow it?
I have done some googleing but I am at a dead end. Can someone help me in the right direction?
I have done some googleing but I am at a dead end. Can someone help me in the right direction?
- Tue Sep 06, 2011 5:28 am
- Forum: General Discussion
- Topic: Congratz on forum upgrade
- Replies: 26
- Views: 5524
Re: Congratz on forum upgrade
It's lovely
- Tue Sep 06, 2011 5:01 am
- Forum: QuakeC Programming
- Topic: Multi-Imput Impulse Toggle
- Replies: 8
- Views: 2484
Re: Multi-Imput Impulse Toggle
Yup, worked like a damn charm. I have turned quakes camera into something that operates exactly like the camera in Mass Effect. Of if anyone remembers the game Anachronox.

- Tue Sep 06, 2011 4:41 am
- Forum: QuakeC Programming
- Topic: Multi-Imput Impulse Toggle
- Replies: 8
- Views: 2484
Re: Multi-Imput Impulse Toggle
Thank you for the replies. If I told you what I was trying to accomplish it may not make much sense for my project is manipulating Quake far from its original form.