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InsideQC Forums • View topic - Moving a box?

Moving a box?

Discuss programming in the QuakeC language.

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Moving a box?

Postby Mexicouger » Sat May 01, 2010 10:29 pm

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Postby Sajt » Sun May 02, 2010 3:07 am

An object that is MOVETYPE_TOSS only follows velocity while airborne. What I THINK you can do is give it a think function which removes the FL_ONGROUND flag every frame.

void() kick_think =
{
self.nextthink = time;
self.flags = self.flags - (self.flags & FL_ONGROUND);
};

You will have to code your own friction then, though. Or, if you are using DarkPlaces engine, you could just use MOVETYPE_WALK on the box.
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Postby Chip » Sun May 02, 2010 4:31 pm





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Postby ajay » Sun May 02, 2010 8:49 pm

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Postby Chip » Sun May 02, 2010 8:55 pm





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Postby Urre » Sun May 02, 2010 11:43 pm

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Postby Chip » Sun May 02, 2010 11:50 pm





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Postby Urre » Mon May 03, 2010 4:42 am

I'm slightly confused, sounds almost like engine-side stuff to me, what you're talking about.

Twig wants you to include the files with names starting with phys_* to your codebase. The file called editor_client.qc contains examples of how to use the physics code. You need to create physics info files for each type of object you want to use in your game, and load them using Phys_ObjectCreate();

Note that worldspawn loads all objects into the game first.

In short, inspect editor_client.qc, if you know your QuakeC, it shouldn't be too hard to figure stuff out.
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