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Invasion Mod for Quake

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  • Invasion Mod for Quake

    I apologize for posting this question twice, but is anyone here up for assisting in porting Skulltag and ZDaemon's "Invasion Mod" to Quake?

    http://quakeone.com/forums/quake-tal...ode-quake.html

  • #2
    I would but im kinda busy.
    If you want to toss me a few todo's ill try to tackle them when i find time.
    or answer questions if u need.
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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    • #3
      Originally posted by R00k View Post
      If you want to toss me a few todo's ill try to tackle them when i find time.
      or answer questions if u need.
      .

      here's a copy&paste of a post i made in another thread about the same thing about whats needed to replicate skulltag's invasion mode
      Originally posted by talisa View Post
      implent spawn-point entities like skulltags invasion-mode uses, and waves with increasingly stronger enemies, and be able to set it in the properties of the spawn-entities which enemies itll spawn in which wave and with how many delay and such.

      and the keys could be like something like
      Code:
      wave1         knight
      wave1delay    30
      wave1amount   10
      wave2         hellknight
      wave2delay    60
      wave2amount   5
      and have the entities themselves called like 'hordespawnmonster'

      and use another invisible entity with settings about the waves, like storing total enemies and messages said at end of each wave

      and of course also the respawning weapons and ammo, and use the same type of entity like the monsterspawn, but instead have entities called 'hordespawnweapon' and 'hordespawnammo'

      and of course also triggers which are triggered upon finishing a certain wave, but those could be implented into the wave-properties entity, add something like a key like
      Code:
      wave1end       door1
      which is a target pointing to open a door with trigger 'door1' set

      oh, and also, we need to have an entity-key that makes it so that the entity will block the player and player-projectiles but doesnt block monsters and monster-projectiles from going through, like you also see in the map i am remaking. the semi-transparent portals which the monsters come through out of the hall to the side blocks the player and its projectiles, but doesnt stop the monsters and their projectiles from going through

      oh, also, monsters spawned have to be patrolling when they are spawned, so taht they will walk out of the tunnels by themselves. otherwise if the player isnt visible in front of the tunnels the monsters will just stand there and telefrag each other, lol

      oh, and of course last but not least, specific invasion-mode powerups like skulltags invasion-mode has. those are also implented into the Rquake coop-mode and in the drake-mod, so you could look into the drake-source for the code to implent those powerups. and if the rquake source is available you could look into implenting some of those into the horde-mod too
      Last edited by talisa; 06-04-2013, 07:04 AM.
      .
      are you curious about what all there is out there in terms of HD content for quake?
      > then make sure to check out my 'definitive' HD replacement content thread! <
      everything that is out there for quake and both mission-packs, compiled into one massive thread

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      • #4
        So reading around I got the ideas quite clear. With specific maps it is really easy as you can use waypoint navigation(0) to allow the monster to reach all the rooms. Beside good invasion maps are probably use a ring or an easy-to-navigate shape.

        Spawning the monsters is easy, just use the Seven idea to avoid the ghost monster issue. iq does it often.

        Activating items when a new wave arrive (or is defeated) is a little harder as usually items are always on the map. they just become invisible when touched.
        But if you are creating a specific map it is well possible to activate (make visible) when appropriate.

        Of course... all of this in a generic map is instead quite difficult.

        (0) Waypoint of Coffee tutorials.
        Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

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