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vegetous

Joined: 25 Oct 2006 Posts: 14
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Posted: Sun Nov 05, 2006 1:46 am Post subject: Quakec Function Doubt |
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What is the responsabel function for actions like opening doors when a monster is killed? Like in e1m3 when you kill both ogres to have access to the armor.
A adapted a QW multplayer mod to play single player maps, but looks like this is the only trigger not working in all Quake classic maps.
tks! _________________ QuakeBrasil.com |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Sun Nov 05, 2006 7:47 am Post subject: |
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Something to do with killtarget, perhaps related to SUB_UseTargets (I think?) or somewhere in the monster death code!
Yeah... maybe somebody else knows _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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Preach
Joined: 25 Nov 2004 Posts: 122
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Posted: Sun Nov 05, 2006 11:16 am Post subject: Re: Quakec Function Doubt |
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The function killed() in combat.qc calls a function monster_death_use(). monster_death_use() is in monsters.qc, and it stops it flying/swimming, then sets activator to self.enemy and calls SUB_UseTargets(). SUB_UseTargets() is in subs.qc, and it's the same function called when you pick up an item that has a target set. So if picking up items is firing triggers correctly then the problem is likely to lie in one of these functions in between. |
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vegetous

Joined: 25 Oct 2006 Posts: 14
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Posted: Sun Nov 05, 2006 8:40 pm Post subject: |
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Solved, tks!  _________________ QuakeBrasil.com |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Sun Nov 05, 2006 8:50 pm Post subject: |
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are you calling us teamkillers because we don't pull that kind of crap online _________________
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Sun Nov 05, 2006 8:57 pm Post subject: |
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ah cheapalert... he meant teamkillersauce obviously |
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HeadThump
Joined: 14 May 2006 Posts: 74 Location: Zin
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Posted: Sun Nov 05, 2006 10:41 pm Post subject: |
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Is there something missing? It sounded like the flicker of a [spank] flame [/spank] was beginning to flare up.  |
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Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
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vegetous

Joined: 25 Oct 2006 Posts: 14
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Posted: Tue Nov 07, 2006 6:52 pm Post subject: |
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tks = thanks
Ok, it's not exactly a official Q-code, but back here in my job we use it!  _________________ QuakeBrasil.com |
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Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Tue Nov 07, 2006 10:57 pm Post subject: |
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I use thanks for thanks. Or drop ammo pack in TF.
And Entar, it was my intention of defusing anything potentially bad with my silliness, which HeadThump observed rather astutely ; ) |
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Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
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vegetous

Joined: 25 Oct 2006 Posts: 14
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Posted: Sat Nov 11, 2006 1:11 am Post subject: |
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Another question, but now about the deathmatch version of the mod.
Sometimes when a player is killed in this mod, he reborn as a zombie (yeah that's cool!), and if he touch the enemy that killed him, the enemy dies too (the player is already dead) and the player gains a frag.
The problem is that in the QW version of the mod, if the player does not move himself, the touch function does not work. I don't know why, but the NQ code is exactly the same and there's no bug in NQ!
Player.qc NQ Source Code - ZUMBI_Touch function at line 1039
Player.qc QW Source Code - ZUMBI_Touch function at line 991
MVD Demo Showing the bug
The TDII Mod (you will need it to see the demo)
This is the last major bug of this mod, I was able to correct all the others but this one I can't! _________________ QuakeBrasil.com |
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vegetous

Joined: 25 Oct 2006 Posts: 14
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Posted: Sun Dec 10, 2006 12:04 am Post subject: |
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Looks like the function is working contrary! When the zumbie touch the player, nothing happens but it works when the player touchs the zombie!
Any tips? _________________ QuakeBrasil.com |
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FrikaC Site Admin

Joined: 08 Oct 2004 Posts: 947
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Posted: Sun Dec 10, 2006 12:25 am Post subject: |
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Zombies (and all monsters) don't really move and therefore can't trigger a touch. |
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