I have a simple idea, I hope no one else thinks of it as well and duplicates my effort
I'll try to make this as fast as I can so I don't extend the timelimit(?) and if I get something made fast enough, I can polish it up more.
I'm going to use the "clean QuakeC v1.06" as a base so I don't have all those warning, and so it will run on stock Quake installations.
Guess Supa wins this SM event as well.
Cool idea, and indeed quite tricky. Too cerebral for me, though. Is it intentional that monsters roam around instead of stopping when being hit by a Quad beam?
FTEQW is a quake client. FTEQCC is a quakec compiler. Two different things. FTEQCC has a larger "vocabulary" of warnings than FrikQCC. There's a warning for unused fields, for example, which is annoying because there may be some fields that are used by the map compiler but not by QuakeC...
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
negke wrote:Cool idea, and indeed quite tricky. Too cerebral for me, though. Is it intentional that monsters roam around instead of stopping when being hit by a Quad beam?
Thanks. :) The 'roaming' happens because calmed monsters with a path_corner chain will try to return to their last targeted path_corner, but since the monster has to rely on movetogoal to get to each corner it can run into a bit of trouble if it's too far away.