wow syntax highlighting!
Announcement
Collapse
No announcement yet.
qc
Collapse
X
-
-
Well, I went to all the trouble to reformat it from JD's paste assassination - I figured I would make it pretty too...
Comment
-
UMM YEA...
just copy pasting the post did not work to well... thanks for making it look clean..
Rook when setting up a map how far will i be able to jump? like if im on the 64 grid how many blocks will he go? thanks for all your help with qc.
Comment
-
i dunno...
i wrote that code 11 years ago (2002)for Qball??
hmm wow time flies moreso as you get older!Last edited by R00k; 09-29-2013, 12:12 AM.
Comment
-
Comment
-
im looking for a way to make a weapon a double pick up. for example if you pick up the lighting gun you also get a lasergun... i played around with the items.qc but it was not working for me... i would also like to be abel to make it a back pack pick up after you kill the enforcer.
i have been also looking at the random monster codes... (have not tried it yet) what do i need to do to avoid the save game issue once seen in the smc?
Edit: woohoo i got replacement monsters working! still not sure about the save game issue
what if i take the random out of the monster code and hooked it up to the lighting gun pick up... that may work for the double gun pick up???
if you guys have any thing helpful on this let me know...
Comment
-
Not sure I do understand but what I would do is... give all weapons but no ammo so if you pick some then you can shot some hehe.
I'm sure someone else will find out how...
Originally posted by JDSTONER View Postim looking for a way to make a weapon a double pick up. for example if you pick up the lighting gun you also get a lasergun... i played around with the items.qc but it was not working for me... i would also like to be abel to make it a back pack pick up after you kill the enforcer.
i have been also looking at the random monster codes... (have not tried it yet) what do i need to do to avoid the save game issue once seen in the smc?
Edit: woohoo i got replacement monsters working! still not sure about the save game issue
what if i take the random out of the monster code and hooked it up to the lighting gun pick up... that may work for the double gun pick up???
if you guys have any thing helpful on this let me know...
Comment
-
yea mom thats how i have it set now as a start gun...
im making this mod to play on my wii. i added a lot of the blood effects from the tut at i3d and when things are getting crazy it seams that the sound is cutting out of the game could i have just overwhelmed the quake wii? its a lot more picky then working with dark places instead of a missing model diamond the whole thing just crashes! lol
got the nail orge working well and gib corpse's too!
Comment
-
Originally posted by JDSTONER View Postim looking for a way to make a weapon a double pick up. for example if you pick up the lighting gun you also get a lasergun... i played around with the items.qc but it was not working for me... i would also like to be abel to make it a back pack pick up after you kill the enforcer.
Hello Josh,
Good to see you continue.
Regarding the "double weapon pickup", you have to give the player the weapons that you want via other.items in the weapon touch function.
Original Quake does it like this in weapon_touch ():
other.items = other.items | new;
Or you could look into the ROGUE source to see the handling of lava weapons for example in void(entity comboOwner) EnableComboWeapons
As you know, as soon as you pick up lava ammo, you will get both weapons.
I am sure you will manage it.
Regarding backpack pickups:
You can define what is inside the backpack when it drops.
You can give the player anything you want. Just declare it.
Best of luck,
Seven
Comment
-
well that is the thing lol sometimes it dose not play vanilla quake all that well...lol and drake and quoth you can just forget about it... i made a request over at I3d to see if there was any interest in upgrading it.
but i do rember what i was going to ask i still haven't found how to do this yet...
where do you go to change the color of the messages in qc. im playing a mod with no source and the map messages are all yellow also the cross hair and it makes it easier to see compared to it being wight...
on another random note i have been working on a map and so far it has not just fallen apart. i feel like im getting closer and closer to having a little quake world cut and pasted together by me and this is huge cose i have never relay done anything like this before.
Comment
-
Normal messages in quake use white characters. The upper valued characters in the conchars are bronze, with gold numbers. In vanilla quakeC you had to basically use ascii characters with equivalent values. Fortunately in a modern compiler, like fteqcc or frikaqcc, you can prefix a /b for the bronze characters. Otherwise you can use this handy tool from JP Grossman and copy/paste your funchars.
Comment
-
so i was playing quake on the wii again and it really messes me up that my mod will run on pc but locks up the wii... i cant seem to find what is doing it... any ideas to find out why its not working? i did not use any DP extensions but the mod is kinda big is there a limit to the size of a progs data in vanilla quake?
side question whats a good program to open a doom wad and make a mess of that game and a duke 3d grp file? i just wont be happy tell i brake all my fav toys i played with as a kid.
if you have ideas or are willing to look at the qc let me know... (this is not a public mod due to some of the models used )
Comment
Comment