I need gyro 2 help
I need gyro 2 help
i am trying to install the gyro 2 plugin into clean QC code. i am using QuakeC 106.
here are the problems i am having
when i remove the line
void(entity e) remove = #15; (like it says in the tut)
i get this error
error: subs.qc:5:Unknown value "remove"
warning: subs.qc:25:SetMovedir: not all control paths return a value
error: subs.qc:188:Unknown value "remove"
error: subs.qc:253:Unknown value "remove"
but when i leave it in i get this error
warning: subs.qc:25:SetMovedir: not all control paths return a value
warning: ai.qc:368:FindTarget must return a value
warning: ai.qc:588:CheckAnyAttack must return a value
warning: items.qc:47:droptofloor: Too few parameters
error: world.qc:343:Unknown value "Gyro_Run"
can someone help me out.
here are the problems i am having
when i remove the line
void(entity e) remove = #15; (like it says in the tut)
i get this error
error: subs.qc:5:Unknown value "remove"
warning: subs.qc:25:SetMovedir: not all control paths return a value
error: subs.qc:188:Unknown value "remove"
error: subs.qc:253:Unknown value "remove"
but when i leave it in i get this error
warning: subs.qc:25:SetMovedir: not all control paths return a value
warning: ai.qc:368:FindTarget must return a value
warning: ai.qc:588:CheckAnyAttack must return a value
warning: items.qc:47:droptofloor: Too few parameters
error: world.qc:343:Unknown value "Gyro_Run"
can someone help me out.
-
- Posts: 129
- Joined: Sun Jun 05, 2005 9:59 pm
Sounds like you haven't added the four Gyro files to your progs.src file.
Once you've copied them into mod's source, along with all the other .qc files, you'll need to open progs.src with a text editor. This file tells the compiler which .qc files it needs to load and in what order. You need to add them after defs.qc, like this:
Hope this helps! I'm still working slowly on Gyro 2.1, but writing the documentation is so boring, I can only manage it for about half and hour at a time! And I've completed Dead Rising now, so I'm less prone to being distracted by it!
Once you've copied them into mod's source, along with all the other .qc files, you'll need to open progs.src with a text editor. This file tells the compiler which .qc files it needs to load and in what order. You need to add them after defs.qc, like this:
Code: Select all
../progs.dat
defs.qc
gyro_main.qc
gyro_physics.qc
gyro_forces.qc
gyro_user.qc
subs.qc
fight.qc
ai.qc
combat.qc
items.qc
weapons.qc
world.qc
client.qc
player.qc
monsters.qc
doors.qc
buttons.qc
triggers.qc
plats.qc
misc.qc
ogre.qc
demon.qc
shambler.qc
knight.qc
soldier.qc
wizard.qc
dog.qc
zombie.qc
boss.qc
tarbaby.qc // registered
hknight.qc // registered
fish.qc // registered
shalrath.qc // registered
enforcer.qc // registered
oldone.qc // registered
Re: I need gyro 2 help
I had this problem too or one similar to it.
I solved it by not deleting the line
but by replacing it like this:
I solved it by not deleting the line
Code: Select all
void(entity e) remove = #15;
Code: Select all
void(entity e) remove;
-
- Posts: 129
- Joined: Sun Jun 05, 2005 9:59 pm
All physics objects have mass greater than zero. You can't create them any other way since the function to set an object as a physics entity is this:
The mass won't do anything however, until you've either given the object some physics properties (like bouyancy or aerodynamics) or you've created some forces.
For rockets and grenades, just create a sphere-like force upon impact to represent the explosion. For nails and shotgun traces, you'll either have to be creative or wait until Gyro 2.1, since it has a new cylindrical/conical falloff component.
Code: Select all
Gyro_Object_Activate(entity obj, float mass)
For rockets and grenades, just create a sphere-like force upon impact to represent the explosion. For nails and shotgun traces, you'll either have to be creative or wait until Gyro 2.1, since it has a new cylindrical/conical falloff component.
-
- Posts: 129
- Joined: Sun Jun 05, 2005 9:59 pm
Part 3 - Floating Pineapples, about three paragraphs down:
It'll then cover adding physical properties to the object, starting with bouyancy. The final part of the tutorial adds a simple force, too, which relies on the object's mass.This will instruct Gyro to treat the grenade as a physics object with mass 800, just as the macro did, but without any other physical properties such as bouyancy.Code: Select all
setmodel (missile, "progs/grenade.mdl"); setsize (missile, '0 0 0', '0 0 0'); setorigin (missile, self.origin); Gyro_Object_Activate(missile, 800);
ok thanks. now i jave been looking for the part/s of code that dose the objects such boxs, player ect. where can i find this code i have look all over the place and did not find it, i may have missed it.
also with the mass thing would u wright 1kg in grams (1000)
also with the mass thing would u wright 1kg in grams (1000)
http://bradshub.ath.cx - take a look at my web site.
Come on, admit it. You're the smartest person you know.
Come on, admit it. You're the smartest person you know.
You can apply physics to objects spawned by the bsp the same way, open up items.qc go to item_health and at the end of the function:not_l33t wrote:ok thanks. now i jave been looking for the part/s of code that dose the objects such boxs, player ect. where can i find this code i have look all over the place and did not find it, i may have missed it.
also with the mass thing would u wright 1kg in grams (1000)
Gyro_Object_Activate(self, 800);
Then ur grenades can blow the health box around aswell
-
- Posts: 129
- Joined: Sun Jun 05, 2005 9:59 pm
I didn't cover making solid entities into physics objects in the tutorial, partly because it's the same as with point entities and partly because there's a bug with it in 2.0!
As for mass, you're free to use any unit you feel comfortable with. I personally measure the mass in grams, but it'll work just as well with kilograms, pounds, tonnes, whatever, providing you keep it consistent throughout your mod.
Although, the whole mass thing kinda breaks down when you start turning monsters and players into physics objects, since it never takes volume into account, and larger objects should be hit by more of the force...
Best thing to do is experiment - fiddle around until you get the effect you want!
As for mass, you're free to use any unit you feel comfortable with. I personally measure the mass in grams, but it'll work just as well with kilograms, pounds, tonnes, whatever, providing you keep it consistent throughout your mod.
Although, the whole mass thing kinda breaks down when you start turning monsters and players into physics objects, since it never takes volume into account, and larger objects should be hit by more of the force...
Best thing to do is experiment - fiddle around until you get the effect you want!
i did that health pack thing but its still dose not move. HELP PLEASE :?
http://bradshub.ath.cx - take a look at my web site.
Come on, admit it. You're the smartest person you know.
Come on, admit it. You're the smartest person you know.
-
- Posts: 129
- Joined: Sun Jun 05, 2005 9:59 pm
when will u be releasing 2.1
http://bradshub.ath.cx - take a look at my web site.
Come on, admit it. You're the smartest person you know.
Come on, admit it. You're the smartest person you know.