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Quakec Function Doubt
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vegetous



Joined: 25 Oct 2006
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PostPosted: Sun Nov 05, 2006 1:46 am    Post subject: Quakec Function Doubt Reply with quote

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!
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Sajt



Joined: 16 Oct 2004
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PostPosted: Sun Nov 05, 2006 7:47 am    Post subject: Reply with quote

Something to do with killtarget, perhaps related to SUB_UseTargets (I think?) or somewhere in the monster death code!

Yeah... maybe somebody else knows
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Preach



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PostPosted: Sun Nov 05, 2006 11:16 am    Post subject: Re: Quakec Function Doubt Reply with quote

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



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PostPosted: Sun Nov 05, 2006 8:40 pm    Post subject: Reply with quote

Solved, tks! Very Happy
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leileilol



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PostPosted: Sun Nov 05, 2006 8:50 pm    Post subject: Reply with quote

are you calling us teamkillers because we don't pull that kind of crap online
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scar3crow
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PostPosted: Sun Nov 05, 2006 8:57 pm    Post subject: Reply with quote

ah cheapalert... he meant teamkillersauce obviously
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HeadThump



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PostPosted: Sun Nov 05, 2006 10:41 pm    Post subject: Reply with quote

Is there something missing? It sounded like the flicker of a [spank] flame [/spank] was beginning to flare up. Smile
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Entar



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PostPosted: Mon Nov 06, 2006 12:31 am    Post subject: Reply with quote

nah, Cheapy's just annoying that way. Ignore him Smile
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vegetous



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PostPosted: Tue Nov 07, 2006 6:52 pm    Post subject: Reply with quote

tks = thanks

Ok, it's not exactly a official Q-code, but back here in my job we use it! Razz
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Entar



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PostPosted: Tue Nov 07, 2006 7:21 pm    Post subject: Reply with quote

'round these parts, we use thx, thnx, or thanks.
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scar3crow
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PostPosted: Tue Nov 07, 2006 10:57 pm    Post subject: Reply with quote

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



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PostPosted: Wed Nov 08, 2006 12:53 am    Post subject: Reply with quote

k.
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vegetous



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PostPosted: Sat Nov 11, 2006 1:11 am    Post subject: Reply with quote

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!
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vegetous



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PostPosted: Sun Dec 10, 2006 12:04 am    Post subject: Reply with quote

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?
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FrikaC
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PostPosted: Sun Dec 10, 2006 12:25 am    Post subject: Reply with quote

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