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InsideQC Forums • View topic - coding/loading specific entities through a script file?

coding/loading specific entities through a script file?

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coding/loading specific entities through a script file?

Postby ceriux » Mon Oct 13, 2008 5:39 pm

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Postby MeTcHsteekle » Mon Oct 13, 2008 7:15 pm

bah
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Postby Wazat » Mon Oct 13, 2008 7:37 pm

There are three methods that come to mind.

1) The first is to make a script like Frikbot's waypoint files, or TomazQuake's character files. It's basically a series of impulses telling the code each bit of data. You can have an html file with javascript that lets you set all the properties of the monster/item/etc, and then it generates the config file that you need to place in your mod directory (and maybe add its filename to a main config file).

The problem with this method is the map tends to be already loaded before such a config file could run, so then you have to delay having the monsters spawn until the script finishes, and that can create model/sound precache issues etc. However, this method is normal quake friendly, requiring no special engine features.

2) A variation of the first method, this method uses an engine like darkplaces to create a bunch of cvars for the script to set. The script would need to run before the level is allowed to load, to avoid the problem above, but it could be done. And this way, your config file is a bit more user-friendly and you might not need a web page to write it for you.

3)*** FRIK_FILE all the way (recommended if you're not dedicated to compatibility with all engines). FRIK_FILE is an engine feature supported by darkplaces and others, giving you some fairly powerful file read/write tools. Conquest uses this feature to write a file containing the player's weapons and other data, so that it can carry information between maps that wouldn't fit in the parms. I can point you over to this code if it will help you.
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Postby ceriux » Mon Oct 13, 2008 8:43 pm

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Postby Wazat » Tue Oct 14, 2008 3:51 am

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Postby ceriux » Tue Oct 14, 2008 5:45 am

wow.... o.O im going to have to read this like 20 times hehe... ill eventually get it. but im dedicated! since i knew modding exsited iv wanted to make a rpg ! IM GOING TO DO IT! lol sorry thanks im sorta blown -.-
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Postby Spike » Tue Oct 14, 2008 9:43 am

.
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Postby jim » Tue Oct 14, 2008 4:58 pm

zbang!
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Postby Wazat » Tue Oct 14, 2008 8:14 pm

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Postby Wazat » Tue Oct 14, 2008 8:17 pm

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Postby ceriux » Tue Oct 14, 2008 8:28 pm

Last edited by ceriux on Tue Oct 14, 2008 8:51 pm, edited 1 time in total.
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Postby Wazat » Tue Oct 14, 2008 8:31 pm

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Postby ceriux » Tue Oct 14, 2008 8:53 pm

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Postby Wazat » Tue Oct 14, 2008 9:08 pm

Well, rather than edit the post it may have been better to simply make a new post so it wouldn't break thread continuity and be confusing to people reading the posts after...

But anyway, everything you're talking about is possible. The easiest is the stats that build automatically with use -- when you hit an enemy with a sword, for example, it adds some fraction to your proficiency with swords. edit: likewise, when you hit an enemy with a sword it checks your proficiency with swords to determine how much damage you deal.

Ability scores that require the user to choose where points go are a little more difficult. You need to provide some form of menu for the player. You could do Conquest-styled QC menus, or , depending on which you prefer to try to implement and which would be best for the user, etc. You'll also want menus for simply viewing their ability scores, inventory, etc.

Then, any time you swing a sword, cast a spell, etc, it just checks the relevant ability scores, skills, etc that affect your damage or effectiveness with that action.
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Postby ceriux » Tue Oct 14, 2008 9:18 pm

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