Search found 237 matches

by behind_you
Wed Jun 22, 2011 8:03 am
Forum: QuakeC Programming
Topic: hammer time!! (actually, noob time)
Replies: 7
Views: 2246

i c. there should be an extra parm to creating a cvar that says which entity it will belong to ie(registercvar(self, "mycvar", "0");

thanks!
by behind_you
Wed Jun 22, 2011 7:02 am
Forum: Artificial Intelligence
Topic: Rebuilding Singleplayer AI
Replies: 11
Views: 20659

Thanks for the link. I know how to solve most of the problems Id's AI has. The thing I am stuck with is stupid velocity.

Ugh. I guess I'm stuck moving him quake-way.
by behind_you
Wed Jun 22, 2011 6:56 am
Forum: QuakeC Programming
Topic: Snippet
Replies: 24
Views: 8669

With csqc, you can make your own HUD. This is a small noob explanation on how you can draw a string that represents your health. A bonus: Whenever your health reaches 25, it will pulse a red color! Neat, huh?


As usual, my code is heavily commented for your learning:

//=================
vector ...
by behind_you
Wed Jun 22, 2011 6:55 am
Forum: General Discussion
Topic: What is the deal with Valve?
Replies: 40
Views: 14528

Re: What is the deal with Valve?

daemonicky wrote:Valve seems to be disliked there, what is the deal with Valve?
Maybe it's all their restrictions on using their content. I don't understand why people get pissed at that. Everyone has restrictions.

Personally I love valve because of Half-Life
by behind_you
Wed Jun 22, 2011 6:48 am
Forum: Programming Tutorials
Topic: Player can grab ledge, hoists up, move on non-horizontal one
Replies: 15
Views: 8112

Re: Player can grab ledge, hoists up, move on non-horizontal

If traceline_fraction = 1.0.
I see. So the lines travel a certain distance, the bottom line should hit something while the top hits nothing. then you can climb.


There's a problem with this:

http://i56.tinypic.com/5vc1v8.jpg

You can see that if you are standing in front of a slanted wall, and ...
by behind_you
Tue Jun 21, 2011 8:12 am
Forum: QuakeC Programming
Topic: hammer time!! (actually, noob time)
Replies: 7
Views: 2246

Alright! Now i get it. Thanks Spike.

But i have some more questions, if that's ok.

1- every human player has his own set of cvars and their values, right? even qc registered ones?

2- let's say i add this to defs.qc:

entity THEMAN;

and in putclientinserver i do this:

THEMAN = self;


if you ...
by behind_you
Tue Jun 21, 2011 8:09 am
Forum: Engine Programming
Topic: Any other csqc's?
Replies: 17
Views: 4836

thanks!
by behind_you
Tue Jun 21, 2011 8:06 am
Forum: QuakeC Programming
Topic: Tutorial: Unlimited Parms! (well, sort of)
Replies: 2
Views: 1457

Spike wrote:how do you prevent new games from getting old parms?
just fixed that! thanks!
by behind_you
Tue Jun 21, 2011 7:55 am
Forum: Artificial Intelligence
Topic: Rebuilding Singleplayer AI
Replies: 11
Views: 20659

@behind_you: you can always use mauvetogoal to fix the weird monster zigzagging:


void(float howquick) MauveWalk =
{
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
ChangeYaw();

if (!walkmove(self.angles_y, howquick))
movetogoal(howquick);
};


hmm. doesnt this use the ...
by behind_you
Tue Jun 21, 2011 7:47 am
Forum: General Discussion
Topic: Mod Request - Mapper-friendly mod with darkplaces features
Replies: 39
Views: 11651

Hey folks, just a reminder that I need help on this project. If I'm going to make a release by Friday, I could really use a hand in several areas. Specifics:

1. I need someone to go through and make Radiant and/or .fgd definitions. QuakeC/editor knowledge helpful.

2. I could really do with a new ...
by behind_you
Tue Jun 21, 2011 7:38 am
Forum: QuakeC Programming
Topic: Snippet
Replies: 24
Views: 8669

This is a simple code that lets you look directly at an entity:


void(entity lookingat) faceentity =
{
local vector result, dir;

result = lookingat.origin - self.origin;//subtract the entity origin you want to look at from your origin
dir = normalize (result);//normalize the above: which ...
by behind_you
Tue Jun 21, 2011 7:35 am
Forum: Programming Tutorials
Topic: Player can grab ledge, hoists up, move on non-horizontal one
Replies: 15
Views: 8112

Re: Player can grab ledge, hoists up, move on non-horizontal

daemonicky wrote:It works by making traceline test of two lines. If upper line is unblocked and lower block we are on the ledge
can you explain what you mean by "upped line is unblocked"? do you mean if the upper line travels farther than the bottom?
by behind_you
Tue Jun 21, 2011 7:35 am
Forum: Programming Tutorials
Topic: Player can grab ledge, hoists up, move on non-horizontal one
Replies: 15
Views: 8112

Re: Player can grab ledge, hoists up, move on non-horizontal

daemonicky wrote:It works by making traceline test of two lines. If upper line is unblocked and lower block we are on the ledge
can you explain what you mean by "upped line is unblocked"? do you mean if the upper line travels farther than the bottom?
by behind_you
Mon Jun 20, 2011 9:26 am
Forum: QuakeC Programming
Topic: Players view follows an entity?
Replies: 4
Views: 1585


void (vector v) angles_fixangle =
{
self.ca_oldangle = v;

if (v_x >= 0)
self.angles_x = (v_x + 0.0625);
else
self.angles_x = (v_x - 0.0625);

if (v_y >= 0)
self.angles_y = (v_y + 0.0625);
else
self.angles_y = (v_y - 0.0625);

if (v_x >= 0)
self.v_angle_x = (v_x + 0.0625);
else ...
by behind_you
Mon Jun 20, 2011 8:32 am
Forum: QuakeC Programming
Topic: hammer time!! (actually, noob time)
Replies: 7
Views: 2246

1: huh?
void() foo; returns nothing.
float() foo; returns a float, and you get a warning if it fails to return one.
example please.

I said function(). I never even heard of it before. Look at this little tutorial I posted (http://forums.inside3d.com/viewtopic.php?t=3436&highlight=). I tried ...