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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Mon Sep 08, 2008 3:38 am Post subject: Quakeguy as "monster" |
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There have to be at least a few mods that use the Quakeguy as an enemy, whether reskinned or not.
(Frikbots don't count because it is my understanding it fakes extra players, as opposed to having the standard monster definition stuff like the frames etc).
Does anyone know of a mod with the source for this available so I can save some time with all the fun frame definition stuff and ai stuff? |
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Mon Sep 08, 2008 5:38 am Post subject: |
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Hmm,
Not off the top of my head. Coding the animations is trivial, getting the AI usable would be dependent to the type of game you want.
You could for simplicity (as for testing and learning) replace the grunt with the player.mdl and sync up the animations, then tweak the ai for your use. |
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Orion

Joined: 12 Jan 2007 Posts: 414 Location: Brazil
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Posted: Wed Sep 10, 2008 3:16 am Post subject: |
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http://www.4shared.com/file/62419864/84d78cd0/quakeguy.html?dirPwdVerified=cfd41945
There you go.
Just write "quakeguy.qc" w/o quotes at the very bottom of progs.src.
Also, if you're a mapper, you should place entities called "monster_quakeguy" to spawn that monster. If you want, you could rename it to monster_army(or whatever existing monster) and rename the original monster_army() function located in soldier.qc to something like monster_army_original().
Hope this helps. _________________ There's no signature here. Stop looking for one. |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Wed Sep 10, 2008 12:35 pm Post subject: |
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Orion wrote: | http://www.4shared.com/file/62419864/84d78cd0/quakeguy.html?dirPwdVerified=cfd41945
There you go.
Just write "quakeguy.qc" w/o quotes at the very bottom of progs.src.
Also, if you're a mapper, you should place entities called "monster_quakeguy" to spawn that monster. If you want, you could rename it to monster_army(or whatever existing monster) and rename the original monster_army() function located in soldier.qc to something like monster_army_original().
Hope this helps. |
It does. Thanks! |
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