Does anyone know why the nomonsters command fails to work in Qrack? I set it to "1", and all the monsters are still there. Come to think of it, I never did find a proper command in Quake that allowed me to kill all the monsters in a map. Is there such a command?
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Nomonsters in Qrack.
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Originally posted by Quake Console Commands Referencenomonsters
Status: Disabled
Type: Toggle
Default: 0
Description: Toggle the presence of monsters on the map.
Note: This command is supposed to remove all of the monsters from the map but it does not seem to work. You can use the notarget command instead, which will allow you to keep the monsters on the map but they will not react to the player.
I guess the nomonsters cvar never worked and won't work in any engine.
It probably exists to allow QuakeC access to a cvar to not spawn monsters, but isn't actually coded in the progs.dat to use it.
Likewise, there isn't a command that will kill all the monsters in a map.
If you have an engine + mod combo that actual uses nomonsters, that would be interested to see. I bet LordHavoc has a few things like that in DPMod.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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This isn't an engine thing, this is a QuakeC thing.
If what you say is true about Armagon supporting a kill all monsters impulse, someone could more than likely add that feature to the standard Q1 QuakeC and recompile.
The engine does not control game logic. It controls things like rendering, effects, input, model types and such. Game logic is QuakeC and progs.dat
Armagon QuakeC source code: http://www.quake-1.com/files/sourcec...devkit-all.zip
Standard id1 progs.dat QuakeC: http://www.quake-1.com/files/sourcec...s/progs106.zip
FTEQCC QuakeC compiler: http://www.inside3d.com/frikbot/frikqcc/
You could dig through Armagon's QuakeC and find where and how impulse 206 is killing all the monsters, add it to standard id1 progs.dat QuakeC, recompile with FTEQCC and replace the progs.dat in pak0.pak and viola!Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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Hello Baker,
I did it for you:
I ported over the "impulse 205" (= Kill All Monsters) cheat for:
- original Quake
- Mission Pack 2: DoE
Now it works in those games as well.
I added it in my "small mod compilation", so it only works for DarkPlaces.
If you have other engines, simply add this to your weapons.qc:
void() Genocide =
{
local entity head;
if (deathmatch || coop)
return;
bprint("Genocide!\n");
head = nextent(world);
while (head!=world)
{
if ((head.health > 0) && (head.flags & FL_MONSTER))
{
T_Damage(head,world,world,head.health+10);
}
head = nextent(head);
}
};
if ( self.impulse == 205 )
Genocide();
I did this for you: klick (engine independent)
Kind Regards,
Seven
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Well, there ya go Lightning Hunter --- Seven made it happen
And something fun to throw into the next news update.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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Originally posted by Baker View PostWell, there ya go Lightning Hunter --- Seven made it happen
And something fun to throw into the next news update.
I now use the alias "Genocide" to kill all monsters.
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err, Baker, fteqcc isn't actually frikqcc. just thought I'd point that out.Either is sufficient for the purposes of this topic, but you're still mixing up projects!
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I was under the assumption that nomonsters didnt really 'not spawn monsters on a map', as I want it to, but actually wont allow monsters to attack you until you attack them first. Meaning, they just acted like you werent there.
Edit: hmm guess not that either...
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Nope that whole "monsters wont attack you until you attack them first" is covered by "notarget"
The genocide is very useful. I personally would love to see a "delete" command. Whatever is in your crosshair gets deleted without alerting other monsters. Would be awesome for model testing - sometimes hard to find a monster that you can test without alerting others near by.
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Originally posted by Spike View Posterr, Baker, fteqcc isn't actually frikqcc. just thought I'd point that out.Either is sufficient for the purposes of this topic, but you're still mixing up projects!
Correct link to FTEQCC:
FTE QuakeWorld - Browse /QCC GUI/3343 at SourceForge.net
[To anyone who doesn't who, Spike is the author of the fteqcc compiler.]Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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the unsolvable problem with nomonsters is that you often need to kill them to get something else to trigger, and you may need to kill them at the proper time for a set of triggers to work.
I expect id maps will generally not care if all kills are triggered at spawn time, so its only custom maps that will have any unsolvable issues with it.
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Originally posted by ooppee View PostI personally would love to see a "delete" command. Whatever is in your crosshair gets deleted without alerting other monsters. Would be awesome for model testing - sometimes hard to find a monster that you can test without alerting others near by.
Here's my version:
Code:void() W_Kill = { local vector org; makevectors (self.v_angle); org = self.origin + '0 0 16'; traceline (org, org + v_forward*2000, FALSE, self); if (trace_ent.takedamage) T_Damage (trace_ent, self, self, 2000); WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_TAREXPLOSION); // in DP, try 70 WriteCoord (MSG_BROADCAST, trace_endpos_x); WriteCoord (MSG_BROADCAST, trace_endpos_y); WriteCoord (MSG_BROADCAST, trace_endpos_z); self.weapon = IT_SHOTGUN; W_SetCurrentAmmo(); player_shot1 (); sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM); self.attack_finished = time + 0.6; }
16:03:04 <gb> when I put in a sng, I think I might need nails
16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve
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