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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Wed Mar 16, 2005 8:16 pm Post subject: spawn a monster |
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I'd like to spawn a monster, in front of the player, I'm dumb, thick and stoopid.
Please can someone completely, and with no other details that what's above, write the neccessary code.
Or failing that politley push me vaguely in the right direction.
I blame me age, me long work hours and well, me idiocy. _________________ my site |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Thu Mar 17, 2005 12:34 am Post subject: |
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That which you seek lies within the forest of Hipnotic Scourges. Once, there, see thee the mysteries buried within HIPSPAWN.QC. From there, take what you find, and apply it to the knowledge of thine ID created weapon, W_FireAxe. _________________ "Roboto suggests Plasma Bazooka." |
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DarkSnow
Joined: 02 Mar 2005 Posts: 67 Location: Sweden
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Posted: Thu Mar 17, 2005 6:40 am Post subject: |
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Or.. Simply combine some relevant spawning stuff from weapons.qc - like spawning a rocket when firing rocketlauncher etc.
Then give it all the ai stuff as th_pain, th_stand as you find in the respective monster's qc file under its spawning void "monster_army()" etc.
I am not 100% sure, but atleast you are pushed in a direction  |
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Gilgamesh
Joined: 26 Oct 2004 Posts: 67 Location: Brazil
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Posted: Thu Mar 17, 2005 10:31 am Post subject: |
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You need to move the precache stuff to another place, like in weapons.qc (at the top) or world.qc _________________ #EOP |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Thu Mar 17, 2005 5:08 pm Post subject: |
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Which is the beauty of the Hipnotic method. Namely, you don't have to redefine yet another monster spawn, and you don't clog up the global precache with stuff you might or might not use. Plus, you can write a single function to spawn just about any monster you've previously made spawn functions for, for a fraction of the code size needed if you did it the other way.  _________________ "Roboto suggests Plasma Bazooka." |
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Gilgamesh
Joined: 26 Oct 2004 Posts: 67 Location: Brazil
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Posted: Thu Mar 17, 2005 5:21 pm Post subject: |
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Hmmm very nice....
I like the random monster spawning from the dpmod, it's very good too _________________ #EOP |
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Fri Mar 18, 2005 9:59 pm Post subject: |
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Archmage also has summoning monsters. I *stole* -- erhem, borrowed/ported/(insert more benign verb here) the code into Wazat mod all those years ago.
I'll have to take a look at the Hipnotic code... _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
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andy
Joined: 05 Apr 2005 Posts: 1
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Posted: Tue Apr 05, 2005 5:41 pm Post subject: |
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hi i'm new to quake modding and quake C, I am creating my own single player bot called buddy, and I've all but done it but i just don't know how to make the bot spawn next to you or infront of you, all i can seem to do is get him at the spawn point which sucks. Anybody care to help a newbie? |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Tue Apr 05, 2005 10:48 pm Post subject: |
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makevectors (self.v_angle_y * '0 1 0');
org = self.origin + v_forward * '0 0 1';
After you have the org, you can simple setorigin(bot,org), but it would be better to use some sort of code that tests if that location is actually available (a walkmove(0,0) might work on this... make sure the bot is linked into the world with a setsize before this). If it isn't available you can either print a message like 'no room!' or have some code that tries to relocate the bot... _________________ 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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