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vegetous Joined: 25 Oct 2006 Posts: 14 |

Posted: Sun Nov 05, 2006 1:46 am Post subject: Quakec Function Doubt |

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 |

Posted: Sun Nov 05, 2006 7:47 am Post subject: |

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 |

Posted: Sun Nov 05, 2006 11:16 am Post subject: Re: Quakec Function Doubt |

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 |

Posted: Sun Nov 05, 2006 8:40 pm Post subject: |

Solved, tks! _________________ QuakeBrasil.com

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Sun Nov 05, 2006 8:50 pm Post subject: |

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

Posted: Sun Nov 05, 2006 8:57 pm Post subject: |

ah cheapalert... he meant teamkillersauce obviously

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HeadThump Joined: 14 May 2006 Posts: 74 Location: Zin |

Posted: Sun Nov 05, 2006 10:41 pm Post subject: |

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 |

Posted: Mon Nov 06, 2006 12:31 am Post subject: |

nah, Cheapy's just annoying that way. Ignore him _________________ woh... feelin woozy... too much cider... http://entar.quakedev.com games fascination - My Game Development Blog/Journal

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vegetous Joined: 25 Oct 2006 Posts: 14 |

Posted: Tue Nov 07, 2006 6:52 pm Post subject: |

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 |

Posted: Tue Nov 07, 2006 7:21 pm Post subject: |

'round these parts, we use thx, thnx, or thanks. _________________ woh... feelin woozy... too much cider... http://entar.quakedev.com games fascination - My Game Development Blog/Journal

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Tue Nov 07, 2006 10:57 pm Post subject: |

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 |

Posted: Wed Nov 08, 2006 12:53 am Post subject: |

k. _________________ woh... feelin woozy... too much cider... http://entar.quakedev.com games fascination - My Game Development Blog/Journal

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vegetous Joined: 25 Oct 2006 Posts: 14 |

Posted: Sat Nov 11, 2006 1:11 am Post subject: |

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 |

Posted: Sun Dec 10, 2006 12:04 am Post subject: |

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 |

Posted: Sun Dec 10, 2006 12:25 am Post subject: |

Zombies (and all monsters) don't really move and therefore can't trigger a touch.

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