Inside3D!
     

Monster drop weapon and/or key

 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> Mapping
View previous topic :: View next topic  
Author Message
Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Thu Feb 11, 2010 1:53 pm    Post subject: Monster drop weapon and/or key Reply with quote

I think I've read it is possible to have a monster drop a key or a weapon upon death, but I can't seem to find this information.

Is it possible?
_________________
Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...
Back to top
View user's profile Send private message
Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Thu Feb 11, 2010 2:43 pm    Post subject: Reply with quote

Looks like you have an weapon and/or ammo appear in the monster backpack by adding, say,

"weapon" "8" // SNG
"ammo_nails" "10"

to the monster_whatever entity

But it doesn't actually throw the nailgun weapon model. But you get the weapon with the backpack.
_________________
Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...
Back to top
View user's profile Send private message
frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Thu Feb 11, 2010 2:47 pm    Post subject: Reply with quote

You can make self drop a backpack with stuff simply adding the desired item to the entity's inventory and the callling DropBackPack() during its death sequence (see ogre.qc or soldier.qc for examples). Don't remember if it will work with keys, but things like ammo and weapons work fine. Of course, visually you'll always see a backpack model, so you may want to write your own function to drop the correct model according the item.
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/
Back to top
View user's profile Send private message Visit poster's website
ceriux



Joined: 06 Sep 2008
Posts: 968
Location: Florida, USA

PostPosted: Thu Feb 11, 2010 3:12 pm    Post subject: Reply with quote

yeah, i would just make your own function which drops the exact same stuff (nother words a copy of the original) and just replace the .mdl with the key or what ever and make the inventory of the back pack the key, gun, what ever.
_________________
QuakeDB - Quake ModDB Group
Back to top
View user's profile Send private message Yahoo Messenger
Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Thu Feb 11, 2010 3:24 pm    Post subject: Reply with quote

monsters drop stuff because they piggyback the player's drop code.
weapons, ammo can be dropped.
powerups and keys cannot normally be dropped.

that said, keys are not special, and you can probably achieve the same effect by setting the .weapon field to IT_KEY1 or so, by hijacking the weapon dropping code. I just hope it doesn't automatically switch...

Of course, it'll have the regular backpack model. It'll only last for 2 mins max, and it may fall down somewhere that is inaccessible (lava pit, anyone?).
If you want a key to drop properly, you'll need QC code to explicitly do it.
On the other hand, having the monster death trigger a massive drawbridge that swivels down out of the rockface over lava to reveal the much desired key would give a slightly more epic feel to your map. And it would slow down those quakedonequick people a bit, too. Its funny watching them wait.
_________________
What's a signature?
Back to top
View user's profile Send private message Visit poster's website
Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Thu Feb 11, 2010 11:52 pm    Post subject: Reply with quote

ceriux wrote:
yeah, i would just make your own function which drops the exact same stuff (nother words a copy of the original) and just replace the .mdl with the key or what ever and make the inventory of the back pack the key, gun, what ever.


frag.machine noticed I'm trying to stick within the confines of stock progs 1.06.

I'm trying to stick with the base set of features and take them as far as they will go. Wink

If I were going to make QC modifications, I'd borrow the item throw from back2forwards. Very Happy I think back2forwards is a super-classic single player release.

Spike wrote:
On the other hand, having the monster death trigger a massive drawbridge that swivels down out of the rockface over lava to reveal the much desired key would give a slightly more epic feel to your map. And it would slow down those quakedonequick people a bit, too. Its funny watching them wait.


Heheh, well ...

My stock progs 1.06 soon-to-be single player release uses .alpha and rotating entities so I think I can safely assume that the speed runners will not like my map Wink
_________________
Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> Mapping All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group