Search found 70 matches

by ooppee
Wed Apr 13, 2011 8:32 pm
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 123740

Just from looking at how the corpse solid applies - it looks like it'd be only the player that causes it.
The corpse becomes non solid when the player is touching it, so that's why it falls through the ground if you're near. Guess decent way to fix it would be for the corpse code to kick in a second ...
by ooppee
Thu Mar 31, 2011 8:16 pm
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 ...
by ooppee
Wed Mar 30, 2011 3:24 pm
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 123740

No upload option - but can just upload to sendspace.com and send the link.
by ooppee
Wed Mar 30, 2011 3:28 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511205

Great work on that tut for the gibbable corpses would be perfect once you fix the bugs you mentioned (that non-solid walls becomes a big one lol).
As I don't have a full understanding of the engine, I always thought if one made the height "hit box" of the corpse very small it would allow the player ...
by ooppee
Wed Mar 30, 2011 3:10 am
Forum: Tutorial Help
Topic: [C&P Tutorial] Weapon System Overhaul
Replies: 17
Views: 65165

Awesome tutorial :)
Is there a way to make a hierarchy with the "grouped" weapons - so making a auto-switch if weapon is stolen?

I will use the shotgun for example with IT3_NEWWEAPON and having IT3_NEWWEAPON2, IT3_NEWWEAPON3.

Ranking from top to bottom:
IT3_NEWWEAPON3
IT3_NEWWEAPON2
IT3_NEWWEAPON ...
by ooppee
Sun Mar 27, 2011 6:45 pm
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 123740

Only thing for the player corpses I can think of is you'd have to edit the "PlayerDie" or "PlayerDead" function in player.qc

PlayerDead is called on the last frame of death - like how you apply the corpse code on the last frame. However it only seems to be for respawn.

Perhaps you could "fake" the ...
by ooppee
Sun Mar 27, 2011 5:41 pm
Forum: Tutorial Help
Topic: [C&P Tutorial] Weapon System Overhaul
Replies: 17
Views: 65165

Defs.qc look at the IT_values

float IT_AXE = 4096;
float IT_SHOTGUN = 1;
float IT_SUPER_SHOTGUN = 2;
float IT_NAILGUN = 4;
float IT_SUPER_NAILGUN = 8;
float IT_GRENADE_LAUNCHER = 16;
float IT_ROCKET_LAUNCHER = 32;
float IT_LIGHTNING = 64;
float IT_EXTRA_WEAPON = 128;

float IT_SHELLS = 256;
float ...
by ooppee
Sun Mar 27, 2011 3:54 am
Forum: Tutorial Help
Topic: [C&P Tutorial] Weapon System Overhaul
Replies: 17
Views: 65165

Well this covers all I need. Grapple may just be "cut". I am just bringing all the "Official" and "PreRelease" weapons and monsters into 1 game. So DoE and SoA packs will be required.
Copy Pak0.pak of SoA to the mod folder
Copy Pak0.pak of DoE to the mod folder and name it to Pak1.pak
Pak2.pak will ...
by ooppee
Sun Mar 27, 2011 2:24 am
Forum: QuakeC Programming
Topic: Confusing error
Replies: 24
Views: 4725

Thanks! I will be incorperating it in. Easy to do. All of the code I've edited is heavily commented with //ooppee (what weapon it effects) - (what it does)

So restarting the mod with fresh QC and applying your code and then inserting my changes will be a very quick ordeal.
by ooppee
Sun Mar 27, 2011 2:23 am
Forum: Tutorial Help
Topic: [C&P Tutorial] Weapon System Overhaul
Replies: 17
Views: 65165

Woah lol
Safe to say I would of never figured this out lol

I am just going to assume you have to keep the IT3_(oldweaponnames) and are able to use only the NEWWEAPON slots - as you said allow for a total of 24 weapons.

So from looking at this tutorial, making 3+ slots for a single weapon is ...
by ooppee
Sat Mar 26, 2011 5:25 am
Forum: QuakeC Programming
Topic: Confusing error
Replies: 24
Views: 4725

Actually am fine with "Direct Button" selecting the first. Do want it to be tapped like in the Mission Packs - Pushing 4 in MP2 brings up NailGun, push again brings up LavaNG. If you switch weapons and push 4 again - it's NG brought up (eventhough LavaNG was last used). You can however select the ...
by ooppee
Fri Mar 25, 2011 2:05 am
Forum: QuakeC Programming
Topic: Confusing error
Replies: 24
Views: 4725

Yeah that would be a issue I never thought of until now lmao - I do know picking up the Grenade Launcher in DoE also "fakes" a pickup of the Multi-Grenade Launcher as it's pickup doesn't exsist - just is enabled when you get the Multi-Ammo. Does the same for the Lava Nailguns, Multi Rocket and ...
by ooppee
Thu Mar 24, 2011 6:23 pm
Forum: QuakeC Programming
Topic: Confusing error
Replies: 24
Views: 4725

Ah well crap for that.

Using the current code I have though, what would I have to change to make it show the ID1 equal?
Like the:
Grenade/QTest Grenade/Prox Mine/Multi Gren
All use the Grenade Launcher (ID1) icon.

That way I can simply edit the ID1 icon to represent the "weapon group" and just ...
by ooppee
Wed Mar 23, 2011 9:08 pm
Forum: QuakeC Programming
Topic: Confusing error
Replies: 24
Views: 4725

Figured it was that (setting weapon2 to 0 on all other guns).

Yeah you are correct on the Half-Life HUD. Kind of what I've wanted but have heard you cannot edit the HUD via QC.
My thing for HUD that'd be ideal would be (Grenade area as a example):

if Normal Grenade Selected: Displays standard Icon ...
by ooppee
Wed Mar 23, 2011 5:24 pm
Forum: QuakeC Programming
Topic: Confusing error
Replies: 24
Views: 4725

Partially on the same topic I did this tutorial.
http://qexpo2005.quakedev.com/booths/dr-shadowborg/126.html
All appears to be fine with the weapon adding. I pick it up, it ONLY gives me that weapon. I have it selectable and all too.

The only issue is it's selectable only by impulse xx.
You can ...