Hey Gunter, are there flags you can set when spawning a brainslave?
Like to choose its class, for instance?
FvF brain slave - mapping question
- gulliver-trans
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- Favorite FvF Class: Laser Android
skin = class
Hm, can you set self.skin and self.pclass in the map file?
Brain slaves are assigned a random class by setting their skin, and for some attacks, a pclass. If you can set those value manually, I can check for them and tell it no not make it random....
0 = Quake Soldier
1 = Cyborg
2 = Android
3 = Sniper
4 = Fighter
5 = Mage
6 = Ninja
7 = Cleric
8 = Knight (same as Fighter with knight skin)
9 = Commando (same)
10 = Wastelander
11 = Monk
12 = Time Traveler
13 = Alien
14 = Doom Marine
15 = Deity, but there's no brainslave support for him, so he'd just act like a Quake Soldier
Hm, can you set self.skin and self.pclass in the map file?
Brain slaves are assigned a random class by setting their skin, and for some attacks, a pclass. If you can set those value manually, I can check for them and tell it no not make it random....
0 = Quake Soldier
1 = Cyborg
2 = Android
3 = Sniper
4 = Fighter
5 = Mage
6 = Ninja
7 = Cleric
8 = Knight (same as Fighter with knight skin)
9 = Commando (same)
10 = Wastelander
11 = Monk
12 = Time Traveler
13 = Alien
14 = Doom Marine
15 = Deity, but there's no brainslave support for him, so he'd just act like a Quake Soldier
- gulliver-trans
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- Favorite FvF Class: Laser Android
I can set them in the .map file.
If you set them, it will override whatever i set.
That's why, for instance, I can set the .use function tor some triggers, but not the .touch. The .touch will be overwritten by the QC.
So you can check for !self.skin, I guess. But I guess you knew that already.
The deity would just act as a quake soldier? Oh. It would act like a QS brainslave? Or would he just stand there and do nothing?
I'm sorry, but what's pclass?
Anyhow, that would be awesome. That's very helpful. Thanks!
If you set them, it will override whatever i set.
That's why, for instance, I can set the .use function tor some triggers, but not the .touch. The .touch will be overwritten by the QC.
So you can check for !self.skin, I guess. But I guess you knew that already.
The deity would just act as a quake soldier? Oh. It would act like a QS brainslave? Or would he just stand there and do nothing?
I'm sorry, but what's pclass?
Anyhow, that would be awesome. That's very helpful. Thanks!
- gulliver-trans
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- Posts: 365
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- Favorite FvF Class: Laser Android
Next question
Hmm ok. Next question then...
Are there any simple functions in FvF source that do a bprint or msg_all or something of that nature - and don't do much else?
I can't call bprint directly, and I couldn't pass a string to it anyhow.
but for something like a bprint(self.netname) like in ClientConnect, that would work. The trouble is ClientConnect also bprints "entered the game."
The reason I'm asking is I think it would be cool to print a message to *all*players, like "Joao opened the gate" or even just "the gate has been opened", though I don't have a use for this just yet.
Are there any simple functions in FvF source that do a bprint or msg_all or something of that nature - and don't do much else?
I can't call bprint directly, and I couldn't pass a string to it anyhow.
but for something like a bprint(self.netname) like in ClientConnect, that would work. The trouble is ClientConnect also bprints "entered the game."
The reason I'm asking is I think it would be cool to print a message to *all*players, like "Joao opened the gate" or even just "the gate has been opened", though I don't have a use for this just yet.
- gulliver-trans
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- Favorite FvF Class: Laser Android
I can do it, but it doesn't work quite the way I need it to.
I just need to know if there's a function similar to this:
And that's it. self.message could be self.netname or whatever. Doesn't matter as long as it's an entity .string.
I just need to know if there's a function similar to this:
Code: Select all
void MessageAll() = {
bprint(self.message)
};
And that's it. self.message could be self.netname or whatever. Doesn't matter as long as it's an entity .string.
- gulliver-trans
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Haha. Well. I didn't know if you'd be up for the challenge!
But seriously, if you could put that in, that'd be greeeeeat.
I just don't know if you're coming up on progs limits or what. (emphasis on "or what")
While we're on the subject, a function that calls punchangle would be handy dandy. Like:
Of course if anyone else decided to map for FvF, they could use those as well.

But seriously, if you could put that in, that'd be greeeeeat.
I just don't know if you're coming up on progs limits or what. (emphasis on "or what")
While we're on the subject, a function that calls punchangle would be handy dandy. Like:
Code: Select all
void() punch_touch = {
other.punchangle = self.angles;
};
Of course if anyone else decided to map for FvF, they could use those as well.
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