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InsideQC Forums • View topic - Factions??

Factions??

Discuss programming in the QuakeC language.

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Factions??

Postby Ghost_Fang » Wed Jan 13, 2010 12:52 pm

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Postby c0burn » Wed Jan 13, 2010 1:05 pm

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Postby Ghost_Fang » Wed Jan 13, 2010 10:55 pm

well im talking about non modified bots, just vanilla quake AI. If you have ever played left 4 dead and used the pipe bomb, you know where im going with this. if you dont here is wat happens, player has a pipebomb and when you throw it the zombie are attracted to the pipebomb istead of the player, zombies try to kill pipebomb, they fail, pipebomb goes boom, the dumb zombies die =).
So does anyone have any suggestions of what i can do to make the zombies (in this case modified knights) to be attracted to a shot (thrown) grenade? Maybe even have a priority to go for the pipebomb before the player, instead of which ever is closest? which is how i imagined it would be.
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Postby c0burn » Wed Jan 13, 2010 11:00 pm

You obviously didn't read a word I said.

Look at FindTarget in ai.qc
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Postby Ghost_Fang » Wed Jan 13, 2010 11:16 pm

i am gona look, im just making sure you know exactly what i want and, it also helps sink it it into my head, idk why, its a personal thing w/e, but ill have a look. And i asked for a suggestion, like what would i need to achieve when i edit/make my own code for it? ugh, idk much coding terms so this is hard to ask stuff. What basic syntax(?) would i need? idk how to word it.....
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Postby c0burn » Thu Jan 14, 2010 1:35 am



Here is a modification of id's 1.06 with the following changes:

- Grenades take 5 seconds to explode, no touch damage, increased radius damage to 250
- Monsters will chase any player grenades (but not Ogre ones)
- Monsters will stop attacking a player to chase a grenade that has been spawned
- Monsters will ignore any damage given to them while they are chasing a grenade

All code changes are marked with //c0burn

Hope this helps.
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Postby Ghost_Fang » Thu Jan 14, 2010 5:25 am

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Postby Lardarse » Thu Jan 14, 2010 6:24 am

Well... we could tell you, but if we did, would you learn anything?
Roaming status: Testing and documentation
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Postby Ghost_Fang » Thu Jan 14, 2010 6:58 am

Nevermind, i got it to work
Thanks a lot c0burn!! :D
Say, i have shown you our models, we now have zombies in game, a working pipebomb, i recall saying if we show you some models you might consider coding for us. Well here it is again http://www.moddb.com/games/tsluecke. Would you like to relieve some of the pressure off of me and code for us? It would be very much appreciated :D

@Lardarse
How is copying and paste from the WHOLE source any different, i found what he added, and copied and pasted in the same spot in my source. I had stock AI so i copied the whole AI.qc, and then i found his modified grenade code. I thought there was a lot more to it thats why i asked if he could tell me where.
But i got it, and it works perfect!
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Postby c0burn » Thu Jan 14, 2010 3:19 pm

All changes were marked with // c0burn. You could have just done a "find in files" in your text editor of choice, or even Windows search will work.

Do you have the models animated in .mdl format yet?
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Postby Baker » Thu Jan 14, 2010 3:41 pm

Image

Image

Wow, that's cool. An actually scary zombie situation in Quake ;)

TextPad5 kicks as a text editor (Search -> Find In Files) and it is just a few steps above NotePad in simplicity yet has a ton of power.

http://www.textpad.com/download/index.html

If you are going to code QuakeC, I'd recommend nabbing WinMerge too. http://www.winmerge.org

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The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby Mobster103 » Thu Jan 14, 2010 11:12 pm

Yes we do have them in game already
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Postby LonePossum. » Fri Jan 15, 2010 3:52 am

Any progress on the reloading Ghost.
Pretty Nifty bout the bomb.

Peace,
Shallows
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Postby Ghost_Fang » Fri Jan 15, 2010 5:54 am

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Postby c0burn » Fri Jan 15, 2010 6:58 am

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