Search found 52 matches

by Blackstar1000
Fri Dec 09, 2011 11:14 pm
Forum: QuakeC Programming
Topic: Impulse?
Replies: 8
Views: 2487

Re: Impulse?

This is terrible news. =(
by Blackstar1000
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 ...
by Blackstar1000
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.
by Blackstar1000
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.
by Blackstar1000
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 ...
by Blackstar1000
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?
by Blackstar1000
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.
by Blackstar1000
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.
by Blackstar1000
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 ...
by Blackstar1000
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 ...
by Blackstar1000
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.
by Blackstar1000
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?
by Blackstar1000
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
by Blackstar1000
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. :D :D :D
by Blackstar1000
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.