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  • #16
    Inspired by this imposter idea and because Spike called me out on my "hack" I went ahead and made a more proper version that I will include the source with. It still uses the enforcer as the imposter but has his own qc file, uses slightly changed new animations for attack, uses better movement, strafing, etc. is much stronger than a standard enforcer and some other surprises. A grunt has a random chance of being the imposter and he will expose himself (no dirty thoughts!!) when he sees you. I believe the chance is only 15% but easily adjusted. This will not throw off any monster counts. This also properly precaches all sounds and models. Will work with any vanilla quake engine or DP/FTE. Have fun! Small readme with the changes made and how to find my comments in qc files. Cheers.

    DOWNLOAD HERE Updated with new features.

    EDIT: Forgot. In DP anyway you'll need this in autoexec.cfg or set in console before loading level.

    "sv_gameplayfix_droptofloorstartsolid""1"

    It happens only in DP. :/ But that is the fix. Otherwise the imposter will be slightly clipped down.
    Last edited by PrimalLove; 09-18-2014, 03:32 AM.

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    • #17
      I knew you would go all the way, Primal. Brilliant job!

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      • #18
        No prob. it's still a bit buggy but should do at least for a much better demonstration.

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        • #19
          My version is way better than all you guys put together.

          Plus I did it with my eyes closed, one hand tied behind my back, while riding a horse in a gymkhana, which I won.

          DOWNLOAD OVER...................NOT HERE.......................NOPE, THIS BIT IS FOR NOOBS......................WARMER................. ................HERE




          ~
          Username : Atomic Robokid on Steam

          Please check out my Quake made things:

          https://www.indiedb.com/games/run-over
          https://adam-freeman.itch.io/hazard
          https://adam-freeman.itch.io/diver
          https://adam-freeman.itch.io/beyond

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          • #20
            LOL @ Adam!

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            • #21
              ok here's the bit where grunts die and split into a zombie

              Code:
              void() army_die =
              {
              	// check for gib
              //	if (self.health < -35)
              	{
              		sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
              	//	ThrowHead ("progs/h_guard.mdl", self.health);
              		ThrowGib ("progs/gib1.mdl", self.health);
              		ThrowGib ("progs/gib2.mdl", self.health);
              		ThrowGib ("progs/gib3.mdl", self.health);
              		
              		setmodel (self, "progs/zombie.mdl");
              		
              		setsize (self, '-16 -16 -24', '16 16 40');
              		self.health = 60;
              		
              		self.th_stand = zombie_stand1;
              		self.th_walk = zombie_walk1;
              		self.th_run = zombie_run1;
              		self.th_pain = zombie_pain;
              		self.th_die = zombie_die;
              		self.th_missile = zombie_missile;
              		
              		walkmonster_start();
              		return;
              	}
              /*
              	// regular death
              	sound (self, CHAN_VOICE, "soldier/death1.wav", 1, ATTN_NORM);
              	if (random() < 0.5)
              		army_die1 ();
              
              	else
              		army_cdie1 ();
              */
              };
              im sure theres more code im just diggin thru code from a year ago that i only spent a week on...
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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