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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Wed Jan 13, 2010 12:52 pm    Post subject: Factions?? Reply with quote

So what tells the game who is who? What separates enemies from team members? So the enemies know to attack you or your parther and not each other? The reason im asking is, can it be added to other entities? More specficially a grenade? So the enemies will run to the grenade and try to attack it until it blows up? Is that possible and what kind of coind would that require?
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c0burn



Joined: 05 Nov 2004
Posts: 158
Location: Liverpool, England

PostPosted: Wed Jan 13, 2010 1:05 pm    Post subject: Reply with quote

ID's 106 qc code uses an engine builtin to return a client slot (e.g. a player) for the monsters to become "angry" at. I think it's checkclient() but I'm in work and not 100% sure. This is no use because it means they will ignore grenades.

You would need to replace this call with your own function to check for players AND grenades. I recommend looking at the frikbot code for some nice replacements for visible, a fov() check, and stuff like that to get ideas on how that best works. (As Frikbots are programmed to look for clients and monsters due to coop support).
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Wed Jan 13, 2010 10:55 pm    Post subject: Reply with quote

well im talking about non modified bots, just vanilla quake AI. If you have ever played left 4 dead and used the pipe bomb, you know where im going with this. if you dont here is wat happens, player has a pipebomb and when you throw it the zombie are attracted to the pipebomb istead of the player, zombies try to kill pipebomb, they fail, pipebomb goes boom, the dumb zombies die =).
So does anyone have any suggestions of what i can do to make the zombies (in this case modified knights) to be attracted to a shot (thrown) grenade? Maybe even have a priority to go for the pipebomb before the player, instead of which ever is closest? which is how i imagined it would be.
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c0burn



Joined: 05 Nov 2004
Posts: 158
Location: Liverpool, England

PostPosted: Wed Jan 13, 2010 11:00 pm    Post subject: Reply with quote

You obviously didn't read a word I said.

Look at FindTarget in ai.qc
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Wed Jan 13, 2010 11:16 pm    Post subject: Reply with quote

i am gona look, im just making sure you know exactly what i want and, it also helps sink it it into my head, idk why, its a personal thing w/e, but ill have a look. And i asked for a suggestion, like what would i need to achieve when i edit/make my own code for it? ugh, idk much coding terms so this is hard to ask stuff. What basic syntax(?) would i need? idk how to word it.....
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c0burn



Joined: 05 Nov 2004
Posts: 158
Location: Liverpool, England

PostPosted: Thu Jan 14, 2010 1:35 am    Post subject: Reply with quote

http://c0burn.net/quake/grentest.zip

Here is a modification of id's 1.06 with the following changes:

- Grenades take 5 seconds to explode, no touch damage, increased radius damage to 250
- Monsters will chase any player grenades (but not Ogre ones)
- Monsters will stop attacking a player to chase a grenade that has been spawned
- Monsters will ignore any damage given to them while they are chasing a grenade

All code changes are marked with //c0burn

Hope this helps.
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Thu Jan 14, 2010 5:25 am    Post subject: Reply with quote

Hey thanks!!
just one thing, couldn't you just have told me where to put stuff? I do have to add this onto an already modified qc
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Lardarse



Joined: 05 Nov 2005
Posts: 243
Location: Bristol, UK

PostPosted: Thu Jan 14, 2010 6:24 am    Post subject: Reply with quote

Well... we could tell you, but if we did, would you learn anything?
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Thu Jan 14, 2010 6:58 am    Post subject: Reply with quote

Nevermind, i got it to work
Thanks a lot c0burn!! Very Happy
Say, i have shown you our models, we now have zombies in game, a working pipebomb, i recall saying if we show you some models you might consider coding for us. Well here it is again http://www.moddb.com/games/tsluecke. Would you like to relieve some of the pressure off of me and code for us? It would be very much appreciated Very Happy

@Lardarse
How is copying and paste from the WHOLE source any different, i found what he added, and copied and pasted in the same spot in my source. I had stock AI so i copied the whole AI.qc, and then i found his modified grenade code. I thought there was a lot more to it thats why i asked if he could tell me where.
But i got it, and it works perfect!
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c0burn



Joined: 05 Nov 2004
Posts: 158
Location: Liverpool, England

PostPosted: Thu Jan 14, 2010 3:19 pm    Post subject: Reply with quote

All changes were marked with // c0burn. You could have just done a "find in files" in your text editor of choice, or even Windows search will work.

Do you have the models animated in .mdl format yet?
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Thu Jan 14, 2010 3:41 pm    Post subject: Reply with quote





Wow, that's cool. An actually scary zombie situation in Quake Wink

TextPad5 kicks as a text editor (Search -> Find In Files) and it is just a few steps above NotePad in simplicity yet has a ton of power.

http://www.textpad.com/download/index.html

If you are going to code QuakeC, I'd recommend nabbing WinMerge too. http://www.winmerge.org

/Exits discussion
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Mobster103



Joined: 08 Jan 2010
Posts: 3

PostPosted: Thu Jan 14, 2010 11:12 pm    Post subject: reply Reply with quote

Yes we do have them in game already
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LonePossum.



Joined: 02 Nov 2009
Posts: 38

PostPosted: Fri Jan 15, 2010 3:52 am    Post subject: Reply with quote

Any progress on the reloading Ghost.
Pretty Nifty bout the bomb.

Peace,
Shallows
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Fri Jan 15, 2010 5:54 am    Post subject: Reply with quote

@c0burn have textpad, which has search in files, and i searched in qc "c0burn" and it came up with no results, so i just went logically where i think it would go. P.s. can you (or tell me how to) change it so only the zombies will be attracted to the pipebomb? AKA the knight. The knight (modified of course) will be our zombies, and in left 4 dead only regular zombies are attracted to the pipebomb. How it is set up now all the special infected will also be attracted and we dont want that.

Yes the zombies are fully animated and implemented into the game (aside from minor tweaks)

@LonePossum(Shallows)
I want you to have a go at it. Its actually really frustrating to me thats why i took a break from it tried to attempt the pipebomb.
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c0burn



Joined: 05 Nov 2004
Posts: 158
Location: Liverpool, England

PostPosted: Fri Jan 15, 2010 6:58 am    Post subject: Reply with quote

If you can't figure that out, I don't know what to tell you. Just check for the classname.

I don't know why you're using quake entity naming for a total conversion. In fact, in L4D, the director spawns enemies, they're not really placed into the map at all.

Basing your AI on id's is going to make this mod really crappy, it's not suitable for L4D gameplay at all. They're just not fast/agressive enough. By the time you hack it in it would have been easier, better and cleaner to do it from scratch.
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