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MeTcHsteekle
Joined: 15 May 2008 Posts: 397 Location: its a secret
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Posted: Sat Jul 26, 2008 3:21 am Post subject: more stuff :/ |
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ok i kinda fixed the knight thing y giving him a missile attack, but now he does not attack right, he stands far away and swings and i ran in to the same thing with fish, but thats not what ima ask about, the fish : P
ok ok ok,....dsc, how can i add in a explotion effect like dp has whith the explotion shell when stuff explodes, is it a model or is that a particle effect that only dp has?
and if the 2 is true how can i make a similar vertion in a non dp thinggy, like use a model
and.....uh.... .. ..wait ill remeber...
oh!
how can i make it so with the nailguns it will throw a strip after every 100 nails are firred, like using a throw gib function i guess but how to make it 100, because whit nailguns nails arnt gonna have indivitual shells, they come in rows, or fleshetts or wever it call,
this is wut happens when u play quake for less than year and one day start to mod, u ask questions at midknight on stuff, i bet this makes no sence? doesit?
and u spell things wrong
also how do i make feinds jump to the players height? ive searched all the qc sites i know and cant find ansure :X _________________ bah |
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redrum

Joined: 28 Mar 2007 Posts: 367 Location: Long Island, New York
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Posted: Sun Jul 27, 2008 4:41 am Post subject: |
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In demon.qc you'll see some code that looks like this:
Code: | self.touch = Demon_JumpTouch;
makevectors (self.angles);
self.origin_z = self.origin_z + 1;
self.velocity = v_forward * 600 + '0 0 250';
if (self.flags & FL_ONGROUND)
self.flags = self.flags - FL_ONGROUND; |
You can change the height of the jump by substituting the 250 with a lower number (not exactly sure the exact number to achieve your goal).
Also, you can change the distance of the jump by changing the 600 to another value.  _________________ Welcome to the Overlook Hotel 69.113.123.178:27500 |
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MeTcHsteekle
Joined: 15 May 2008 Posts: 397 Location: its a secret
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Posted: Sun Jul 27, 2008 10:58 pm Post subject: |
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thanks ill have to keep messing with it tho cos i got him waaay over shooting
but how do i make it so he jumps when he cant cut u .. like in e1m2 wheere u can just stand on the ledge and shoot him cos he cant figure out to jump _________________ bah |
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redrum

Joined: 28 Mar 2007 Posts: 367 Location: Long Island, New York
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Posted: Mon Jul 28, 2008 12:12 am Post subject: |
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In Demon_JumpTouch() you'll see this bit of code:
Code: | if (other.takedamage)
{
if ( vlen(self.velocity) > 400 )
{
ldmg = 40 + 5*random();
T_Damage (other, self, self, ldmg);
}
} |
This is where the damage gets dealt from the demons jump attack.
If you wanted to change the damage to zero do this:
Code: | if (other.takedamage)
{
if ( vlen(self.velocity) > 400 )
{
ldmg = 0;
T_Damage (other, self, self, ldmg);
}
} |
_________________ Welcome to the Overlook Hotel 69.113.123.178:27500 |
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MeTcHsteekle
Joined: 15 May 2008 Posts: 397 Location: its a secret
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Posted: Mon Jul 28, 2008 3:36 am Post subject: |
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oh, i might have word that weird, i meant like;
on the map e1m2 at end when feind is released
you can go through the teleport and stand on the top thing it sends you too
and then the feind, not knowing any better, will run up to the wall and try to get u, but it wont jump just run,
so how can i fix this? i truly have no idea for my mind is melting as i type /;0~~/ _________________ bah |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Mon Jul 28, 2008 3:54 pm Post subject: |
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MeTcHsteekle wrote: | oh, i might have word that weird, i meant like;
on the map e1m2 at end when feind is released
you can go through the teleport and stand on the top thing it sends you too
and then the feind, not knowing any better, will run up to the wall and try to get u, but it wont jump just run,
so how can i fix this? i truly have no idea for my mind is melting as i type /;0~~/ |
I meant to post on this yesterday but forgot.
There are two ways of doing this, but the better one I've seen is the one from cranked.
http://www.gamers.org/pub/games/idgames2/quakec/monsters/cranked.zip
also see:
http://www.gamers.org/pub/games/idgames2/quakec/monsters/lob_ai.txt
Hope these help.  _________________ "Roboto suggests Plasma Bazooka." |
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MeTcHsteekle
Joined: 15 May 2008 Posts: 397 Location: its a secret
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Posted: Mon Jul 28, 2008 5:25 pm Post subject: |
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oh thanks, i had a cranked but i dont think it had scource code, so i decompiled it and i got a pile of useless etc.. this works well, and with the other stuff provied by mr. screaming i might make a "young feind" some day _________________ bah |
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MeTcHsteekle
Joined: 15 May 2008 Posts: 397 Location: its a secret
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Posted: Tue Jul 29, 2008 4:06 pm Post subject: |
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ok, now that i have feind better i ade him a mobot, but, i kinda messed it up again
yet another console crash bug :/
You got the nails
You got the Super Nailgun
a feind joins the funn
EDICT 53:
modelindex 38.0
absmin ' 79.0 -449.0 -62.3'
absmax '145.0 -383.0 27.7'
movetype 4.0
solid 3.0
origin '112.0 -416.0 -37.3'
velocity ' 0.0 0.0 -239.6'
classname monster_demon
model progs/demon.mdl
mins '-32.0 -32.0 -24.0'
maxs ' 32.0 32.0 64.0'
size ' 64.0 64.0 88.0'
health 300.0
takedamage 2.0
view_ofs ' 0.0 0.0 22.0'
fixangle 1.0
flags 32.0
waterlevel -1.0
watertype -1.0
yaw_speed 120.0
===========================
Host_Error: PR_ExecuteProgram: NULL function
===========================
]condump
it looks fimilar, but i dont know exactly whats wrong, it worked for ogres and shamblers
ok i have fixed it now, i had left the animations to say self instead of hellhound blah i gotta stop modding at 1:00 o click in morning _________________ bah |
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