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InsideQC Forums • View topic - Tutorial: Rotating Brush Models for QuakeWorld

Tutorial: Rotating Brush Models for QuakeWorld

Post tutorials on how to do certain tasks within game or engine code here.

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Tutorial: Rotating Brush Models for QuakeWorld

Postby avirox » Fri Jan 01, 2010 8:54 pm

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Re: Tutorial: Rotating Brush Models for QuakeWorld

Postby Baker » Fri Jan 01, 2010 9:37 pm

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Postby avirox » Sat Jan 02, 2010 10:47 pm

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Postby frag.machine » Sat Jan 02, 2010 11:09 pm

Excellent tut, avirox.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby goldenboy » Sat Jan 02, 2010 11:50 pm

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Postby avirox » Sun Jan 03, 2010 12:35 am

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Postby Spike » Sun Jan 03, 2010 1:56 am

.
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Postby goldenboy » Sun Jan 03, 2010 2:37 am

Last edited by goldenboy on Sun Jan 03, 2010 3:05 am, edited 1 time in total.
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Postby Baker » Sun Jan 03, 2010 2:45 am

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Postby goldenboy » Sun Jan 03, 2010 3:06 am

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Postby goldenboy » Sun Jan 03, 2010 3:10 am

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Postby r00k » Sun Jan 03, 2010 5:57 am

Nice!
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Postby Spike » Sun Jan 03, 2010 6:41 am

at spawn, time = 0
self.nextthink = time = 0; does nothing.

use:

self.think = SUB_Null;
self.nextthink = self.ltime + 9999999;

(the self.ltime term is optional, yeah, okay, it'll be 0, but hey, it highlights the difference between movetype_push and any other ent).
.
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Postby goldenboy » Sun Jan 03, 2010 9:02 am

No luck. With the new qc, it still spins in DP, but not in FTE.

It's drawn in the correct place, just doesn't start to rotate :)

I tried a bit of stuff like self.nextthink = time + 0.1 and similar, but no luck.
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Postby r00k » Sun Jan 03, 2010 9:40 am

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