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Posted by Killa [70.126.212.240] on 2008/10/15 01:23:41
hey, im making a map to help me test my qc codes, basically i need to be able to press a button and spawn a monster. i know in a old half-life mod it was possible, press button then monster spawns. how do i do it?

Ask
#1 posted by MadFox [84.26.60.178] on 2008/10/15 01:35:53
in mapping help, but alright.
You don't need qc for that.
Make a new map, make a small box of 128 x128 x128 in it.
Inside this box create a trigger teleport.(don't let it touch the box walls)
Add a teleport destination outside the small box.
Create a func_button that triggers the teleporter.
Set a monster inside the small box, flash the trigger and your monster spawns.
#2 posted by Killa [70.126.212.240] on 2008/10/15 01:38:05
thanks , thats what i needed, will the monster respawn again if i press the button a 2nd time?
"also i know i dont need qc for it" i need the map to test my qc.
Post In Coding Help Next Time.
#3 posted by ijed [190.20.122.103] on 2008/10/15 01:38:44
http://www.inside3d.com/showtutori...
No Update
#4 posted by ijed [190.20.122.103] on 2008/10/15 01:40:04
The tutorial shows how to do it without teleporting - faking it with qc. You then just give the monster a name and call that from the button.
Monsters can only spawn once.
Or
#5 posted by MadFox [84.26.60.178] on 2008/10/15 01:40:20
see custents.mod for the acttest.map
there's a act.qc in it that might help you
#6 posted by Killa [70.126.212.240] on 2008/10/15 01:43:20
where can i find this custents.mod?
Ie
#7 posted by MadFox [84.26.60.178] on 2008/10/15 01:45:21
dynamic spawn demo
multiple spawn.
#8 posted by Killa [70.126.212.240] on 2008/10/15 01:47:21
seems like what i need, can i find it on quake terminus or some place?
#9 posted by MadFox [84.26.60.178] on 2008/10/15 01:48:37
http://wartrench.telefragged.com/
#10 posted by Killa [70.126.212.240] on 2008/10/15 01:49:29
Thanks :D sorry i figured all this was possible through mapping as it was in half-life like i said... im new to modding quake and even newer to Coding/qc thanks guys :D
#11 posted by Killa [70.126.212.240] on 2008/10/15 02:08:35
um download links seem to be dead.
#12 posted by Killa [70.126.212.240] on 2008/10/15 02:13:10
found it here to anyone who's interested.
http://www.quake-1.com/quakec-gall...
#13 posted by Killa [70.126.212.240] on 2008/10/15 03:29:57
iv been having issues getting the mod to compile correctly into my mod... "which is basic quake atm"
do i have to install everything it has, or can i install parts?
Well
#14 posted by MadFox [84.26.60.178] on 2008/10/15 03:52:54
as far a I can see you put all in a subdir under quake.
keep the progs.dat inside that directory and play it
quake -game subdir +map start
For compiling keep your own compile dir and progs.dat and hustle between the qc files, see if they don't compile an error.log.
I take the custent file to compile and add my own to it,
more the easiest way.
the general.html can help you.
#15 posted by Killa [70.126.212.240] on 2008/10/15 04:46:07
ok, hehe ill try some of that, because i only need some of the features that are available there not all.
#16 posted by Killa [70.126.212.240] on 2008/10/15 05:32:50
one more question :/ an fgd which lets me use these when making maps? where do i get it?
Argh
#17 posted by ijed [190.20.72.121] on 2008/10/15 05:39:08
Write one ;)
Open it as a text file, it's not that difficult.
I can't remember if custents has docs for the stuff or not.
Or else you can just input the names etc. manually in WC - they still exist even if they're not in the fgd.
#18 posted by Killa [70.126.212.240] on 2008/10/15 06:02:30
yea, but i dont know all of the "perams" i guess you would say, i know how to add an entitie but i dont know how to give it all of the special things that tell it what to do.
#19 posted by Killa [70.126.212.240] on 2008/10/15 06:02:56
i guess i could open up the .maps and see if i can take it out of them .
#20 posted by Killa [70.126.212.240] on 2008/10/15 06:04:30
nope that dont work.
#21 posted by Killa [70.126.212.240] on 2008/10/15 06:14:36
i opened the map with a text editor i might be able to do it that way :D
#22 posted by Killa [70.126.212.240] on 2008/10/15 06:23:08
it doesnt help -.-
i know im going to have to make a new point class...
but, i cant seem to figure out what i need to put to make it work...
i tried adding multi spawn one as a flag... but, that didnt work... just screwd up my monster entities in the editor...
#23 posted by Killa [70.126.212.240] on 2008/10/15 06:38:38
so far this is what i got....
@PointClass(targetname) = func_spawn : "dynamic Spawn"
[
spawnmulti(integer)
wait(integer) : "Delay before reset"
spawnclassname(string)
]
#24 posted by Killa [70.126.212.240] on 2008/10/15 06:49:56
which, that is all wrong, but i looked up some info and this is how it should look... and its not working... it doesnt even show up in the entitie list...
@PointClass(Targetname) = func_spawn : "func_spawn"
[
spawnclassname(string)
spawnfunction(string)
spawnsilent(integer)
spawnmulti(integer)
]
#25 posted by Killa [70.126.212.240] on 2008/10/15 07:01:42
i fixed it :D i was wrong looks like this
@PointClass base(Targetname) = func_spawn : "func_spawn"
[
spawnclassname(string)
spawnfunction(string)
spawnsilent(integer)
spawnmulti(integer)
]
#26 posted by Spirit [80.171.7.27] on 2008/10/15 08:53:21
That does not look like QuakeC to me and I am not nearly a programmer.
Oops
#27 posted by Spirit [80.171.7.27] on 2008/10/15 08:56:22
And my early morning reading sucks...
#28 posted by Killa [70.126.212.240] on 2008/10/15 09:54:49
lol sorry, i dont think it is quakec, its the fgd entitie definitions, find your fgd file and open it with a text editor.
Custents
#29 posted by gb [89.27.213.121] on 2008/10/17 21:25:20
My custents has a "worldcraft" folder, wherein there's a quake.fgd with all the new stuff.
-> Look more closely.

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