Announcement

Collapse
No announcement yet.

qc

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • its all good mg. i was thinking of you when i read that the other night and your city marketing stuff maybe the new one will be

    "you cant drink the water so you may as well have a beer"

    Comment


    • I googled it, but I didn't actually click anything. I just gathered whatever info I could from the link descriptions. Honestly, the descriptions told me little more than it was a suburb in N.O. (didn't say which one) and Alabama has/had this same problem. Like I said though, I don't drink tap water (or even most bottled waters) so I should be good.

      I did a study of water (all kinds) a while back. Smart Water and Fiji are the cleanest you can get. There is still the problem of the BPA filled plastic bottles they come in though, so, Fiji in the glass bottle is technically the cleanest water in the entire world. All the rest of the water you drink bottled or not is full of (and/ors) chemicals, drugs and heavy metals.

      note: when I say "did a study" I mean I went to every major bottled waters website, downloaded their water charts and compared them all. Most bottled water is generically filtered tap water. What I mean by generically filtered is they aren't even filtering out animal medications, fluoride, mercury,.. It's little different than using a Brita filter on your own faucets. Also, companies like Smart Water put minerals back into the water because, filtering does not only take out bad solids, it takes out good ones too. Dasani, Evian and all those do not do this. Technically, most commercial bottled water is "dead" water that still has bullshit that you don't want in it.

      Funny thing is, Fiji tastes like river water but it is not deniable that it is the purest. So, if you think your water "tastes good". It's probably some bullshit that you don't want that is making it taste that way. That's how my opinion goes, anyway.
      Last edited by MadGypsy; 09-17-2013, 02:32 PM.
      http://www.nextgenquake.com

      Comment


      • Originally posted by JDSTONER View Post
        i got it to work like this:

        Code:
        oid() PlayerPostThink =
        {
        	
        
        	if (self.health < 75)
        	{
        		self.health = self.health + .005;
        		if (self.health > 75)
        		self.health = 75;
        	}
        
        SemisolidPostThink();
        The time thing was not working out for me but if i droped self.health + it worked the way i wanted.

        the first code was some twisted stuff i did with the rot health.

        Thanks rook for giving me some code that dose what i wanted it to do. i looked for ever in drake because it has this kind of power up but i could not find the code that made it work in there.

        MG im glad i could start your day with a smile! but for real don't drink the water in LA i hear there is a brain eating bug in the drinking water.

        Lethal brain amoeba found in US drinking water supply for first time ? RT USA
        the server processs your code every frame that once every ticrate
        standard ticrate of original quake was 0.1 10 times per second
        creating a player field timer will allow you to do it once a second or twice. etc
        for example u could do self.ltime = time + 1
        then at tue start of your regen code have
        if time > self.ltime then add health
        otherwise r just adding a percent each frame which can fuck upsome things if u die with 0.55 health part of the code says your dead ( less than 0)
        other parts of the code might thnk ur alive >0
        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

        Comment


        • i get what your saying i made a death sound and then saw still alive. im still missing something on how to add time in to it. can you link me the full qc for CTF so i can look at it and see if i can understand. i tryed useing time the way that im seeing it in other parts of the code but its just not working for me.

          Comment


          • you're trying too hard. Your original code probably didnt work because you indented but did not put brackets around the indentation level properly.

            anyways... its seriously this easy.
            Code:
            if(self.health < 75)
            {
            self.health = self.health + 0.2;
            };
            thats it. put it in player post think, or player pre think, or weapons frame. any of those
            places will make it run every frame.
            You can add some frame limiting, but at your skill level I would not bother. Quake isnt going to cry about you doing that every frame. Instead, if you want to change how fast
            your health goes up, change the 0.2 to a higher or lower number.

            The other critique I have of your code, is that you cover the base for if your health is above 75, and and then cover the base for if its not.
            Your second case as MG pointed out, does nothing. So theres no point in putting it in.
            And lastly if you have a test case for true, and want something to run if thats false, you can use else{}.
            Code:
            If(self.health <76) 
            {
            self.health++;
            }
            
             else
            {
            sprint("no need");
            }
            Last edited by gnounc; 09-18-2013, 11:37 AM.
            Gnounc's Project Graveyard Gnounc's git repo

            Comment


            • if programming makes life hard for you,

              http://farm7.staticflickr.com/6163/6...641b5256_o.jpg

              http://www.theloungegroup.com/wp-con...ter_lys_hi.jpg
              Scout's Journey
              Rune of Earth Magic

              Comment


              • Thakyou guy for helping me along. after rooks post i was able to get the effect i was looking for in about 2 min. so i will call that a big win for me. gnounc thanks for giving me the heads up about it not being a big deal about it checking the health every frame. it may not be the best way to do it but it works so thats good enuf for me.

                @gb


                the real reason they call me JD
                (i was always told growing up that i was made at the bottom of a bottle of jack)

                Comment


                • i was always told growing up that i was made at the bottom of a bottle of jack
                  Your parents were scientists?
                  http://www.nextgenquake.com

                  Comment


                  • Originally posted by JDSTONER View Post
                    gnounc thanks for giving me the heads up about it not being a big deal about it checking the health every frame. it may not be the best way to do it but it works so thats good enuf for me.
                    Hello Josh,

                    That is exactly what counts.
                    There are always many different ways in doing something.
                    You have to find the best way for yourself (trying not to listen too much to others).

                    And you did it !
                    And that is great

                    Well done.

                    Comment


                    • 4 MG




                      i would just like to say that i added 2 monsters to my qc yesterday with out asking any questions.

                      im now fighting nail orges and the skeleton guy!

                      im not writing my own code but im getting things put together so its working in the game and that makes me happy
                      Attached Files

                      Comment


                      • have i ever told you how much i hate the weapons qc and trying to add a gun!

                        after meany failed attempts im starting to get it...

                        any way i want homing projectile like a vlor so i stole his homing code but it seemed to come blow me up as much and faster then my lava ball throwing shambler

                        Inside3D - Quake Modding - We are Quake, er, the modders, not

                        i try this code but i got a lot of errors and after i pulled out all the lines that my qc did not like things did not go well...

                        maybe its just me...

                        do you have a code you like for homing rockets? (anyone)

                        something seems strange about this line...

                        missile.enemy = world;

                        Comment


                        • Hello Josh,

                          It is good to see that you continue your way and are very interested in QC.

                          You are right:
                          The tutorial that was posted by Mr. Pink is not working.
                          He forgot some brackets, added some wrong " " and used some wrong formattings.
                          The basic idea is nice though.

                          Please use these modifications to make Mr. Pink�s code work in vanilla qc:

                          1.) You do NOT need these lines before void() W_FireRocket =
                          void() RockThink;
                          entity() RockFindTarget;
                          float(entity targ) visible;
                          float(entity targ) infront;

                          2.) Add this block BEFORE void() W_FireRocket =
                          Code:
                          void() RockThink =
                          {
                          	local vector dir, vtemp;
                          
                          	if ( !(self.enemy) || (self.enemy == world) || (self.enemy.health < 1) )
                          		self.enemy= RockFindTarget(); //find a enemy to kill
                          
                          	if (self.enemy != world) 
                          	{
                          		vtemp = self.enemy.origin + '0 0 10';
                          		dir = normalize(vtemp - self.origin);
                          		self.velocity = dir * 250;
                          		self.angles = vectoangles(self.velocity);
                          	}
                          
                          	self.nextthink = time + 0.2;
                          	self.think=RockThink;
                          };

                          3.) Add this block BEFORE void() RockThink =
                          Code:
                          entity() RockFindTarget = 
                          {
                          	local entity head, selected;
                          	local float dist;
                          	dist = 100000;
                          	selected = world;
                          	head = findradius(self.origin, 100000);
                          	while(head)
                          	{
                          		if( (head.health > 1) && (head != self) && (head != self.owner) )
                          		{
                          			traceline(self.origin,head.origin,TRUE,self);
                          			if ( (trace_fraction >= 1) && (vlen(head.origin - self.origin) < dist) )
                          			{
                          				selected = head;
                          				dist= vlen(head.origin - self.origin);
                          			}
                          		}
                          		head= head.chain;
                          	}
                          	if (selected != world)
                          	{
                          		sprint (self.owner,"homing "); //prints that the rocket is homing somebody
                          		if (selected.classname == "player") //tells you the rocket its homing a player
                          		{
                          			sprint (self.owner,selected.netname);
                          			sprint (selected,self.owner.netname);
                          			sprint (selected," sended a rocket after you!\n"); //Change what it says.. it sucks
                          		}
                          		else
                          			sprint (self.owner,selected.classname); //if not a player, tell what classname 
                          		sprint (self.owner,"\n");
                          	}
                          	return selected;
                          };

                          4.) Change these lines as follows in void() W_FireRocket =
                          missile.velocity = missile.velocity * 300; // 1000;
                          missile.nextthink = time + 0.2; //5;
                          missile.think = RockThink; //SUB_Remove;
                          and add this one below the modified "missile.think" line:
                          missile.enemy = world;


                          Compile it and you can shoot rockets, that will always find their target

                          Best wishes,
                          Seven

                          Comment


                          • THANKYOU SEVEN! I WILL GIVE THIS A TRY!

                            formatting messes me up a lot when i work. im learning bit by bit. im working on a mp2 mod and the other thing im getting stuck on is this combo check and the check for lava nails. i think i need to get it out of there but i dont seem to get it all. i set up a couple rocket launchers that shoot fire works. nova loved it!

                            Comment


                            • it took some searching but i finely found where rook pasted this little jem. i reread the posts on hear a lot and i love this code that rook gave a few mo back so now that i found it hear it is for safe keeping.
                              Thanks rook!

                              rook:
                              WallJumps and Bunny hops for NQ
                              Here's something fun for you to play with.
                              **Warning** this will piss off mappers like rocket jumping would...
                              this code allows for walljumps (like WarSoW) and bunny hopping like QW...
                              I have this feature in CAx which is used in SpeedBall mode, and everyone gets a kick 1st time they try it.

                              Add this function above PutClientInServer, define timetojump as a global..
                              Code:

                              .float timetojump; .float timetojump2; void() player_touch = { //R00k: Optional Double Jumps if ((other.solid == SOLID_BSP) && (self.button2)) { if ((time > self.timetojump) && (time > self.timetojump2)) { if ((!self.flags & FL_ONGROUND)) self.flags = self.flags | FL_ONGROUND; self.velocity = v_up + (self.velocity * 2); self.velocity = v_forward + (self.velocity * 1.0666);//small push when jumping self.velocity = v_right + (self.velocity * 1.0666);//small push when jumping self.timetojump2 = time + 0.4; return; } } };

                              in PutClientInServer...
                              Code:

                              self.air_finished = time + 12; self.effects = 0; self.axhitme = 0; self.touch = player_touch;//<-- add here in 'PutClientInServer'

                              in PlayerJump...
                              Code:

                              //find this part sound (self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM); self.velocity_z = (self.velocity_z + 270); //R00k speedy bunnyhop and walljumps self.timetojump = time + (0.2); //double jump *Optional* self.velocity = v_forward + (self.velocity * 1.0666);//small push when jumping self.velocity = v_right + (self.velocity * 1.0666);//small push when jumping };

                              Enjoy! You have been warned

                              Comment


                              • Or the version that doesn't remove all line breaks and comment itself out.

                                ------------------------------------------------
                                Add this function above PutClientInServer, define timetojump as a global..
                                Code:
                                [COLOR="SeaGreen"].float[/COLOR] timetojump, timetojump2;
                                
                                [COLOR="DeepSkyBlue"]void[/COLOR]() player_touch = 
                                { [COLOR="DimGray"]//R00k: Optional Double Jumps [/COLOR]
                                	[COLOR="DeepSkyBlue"]if[/COLOR] (([COLOR="DarkOrange"]other[/COLOR].solid == SOLID_BSP) && ([COLOR="DarkOrange"]self[/COLOR].button2)) 
                                	{ 
                                		[COLOR="DeepSkyBlue"]if[/COLOR] ((time > [COLOR="DarkOrange"]self[/COLOR].timetojump) && (time > [COLOR="DarkOrange"]self[/COLOR].timetojump2)) 
                                		{ 
                                			[COLOR="DeepSkyBlue"]if[/COLOR] ((![COLOR="DarkOrange"]self[/COLOR].flags & FL_ONGROUND)) 
                                				[COLOR="DarkOrange"]self[/COLOR].flags = [COLOR="DarkOrange"]self[/COLOR].flags | FL_ONGROUND; 
                                
                                			[COLOR="DarkOrange"]self[/COLOR].velocity = v_up + ([COLOR="DarkOrange"]self[/COLOR].velocity * 2); 
                                			[COLOR="DarkOrange"]self[/COLOR].velocity = v_forward + ([COLOR="DarkOrange"]self[/COLOR].velocity * 1.0666);[COLOR="DimGray"]//small push when jumping [/COLOR]
                                			[COLOR="DarkOrange"]self[/COLOR].velocity = v_right + ([COLOR="DarkOrange"]self[/COLOR].velocity * 1.0666);[COLOR="DimGray"]//small push when jumping [/COLOR]
                                			[COLOR="DarkOrange"]self[/COLOR].timetojump2 = time + 0.4; 
                                			[COLOR="DeepSkyBlue"]return[/COLOR]; 
                                		} 
                                	} 
                                };
                                in PutClientInServer...
                                Code:
                                	[COLOR="DarkOrange"]self[/COLOR].air_finished = time + 12; 
                                	[COLOR="DarkOrange"]self[/COLOR].effects = 0; 
                                	[COLOR="DarkOrange"]self[/COLOR].axhitme = 0; 
                                	[COLOR="DarkOrange"]self[/COLOR].touch = player_touch;[COLOR="DimGray"]//<-- add here in 'PutClientInServer'[/COLOR]
                                in PlayerJump...
                                Code:
                                [COLOR="DimGray"]//find this part [/COLOR]
                                	[COLOR="DeepSkyBlue"]sound[/COLOR] ([COLOR="DarkOrange"]self[/COLOR], CHAN_BODY, [COLOR="Lime"]"player/plyrjmp8.wav"[/COLOR], 1, ATTN_NORM);
                                	[COLOR="DarkOrange"]self[/COLOR].velocity_z = ([COLOR="DarkOrange"]self[/COLOR].velocity_z + 270); [COLOR="DimGray"]//R00k speedy bunnyhop and walljumps [/COLOR]
                                	[COLOR="DarkOrange"]self[/COLOR].timetojump = time + (0.2);[COLOR="DimGray"] //double jump *Optional*[/COLOR]
                                	[COLOR="DarkOrange"]self[/COLOR].velocity = v_forward + ([COLOR="DarkOrange"]self[/COLOR].velocity * 1.0666);[COLOR="DimGray"]//small push when jumping [/COLOR]
                                	[COLOR="DarkOrange"]self[/COLOR].velocity = v_right + ([COLOR="DarkOrange"]self[/COLOR].velocity * 1.0666);[COLOR="DimGray"]//small push when jumping[/COLOR]
                                Enjoy! You have been warned
                                Last edited by MadGypsy; 09-27-2013, 03:22 PM.
                                http://www.nextgenquake.com

                                Comment

                                Working...
                                X