Hi. I was having trouble spawning a bot in a mod that uses the Wraith AI. I don't rember what mod it was called (possibly Death of the MotherFuckers). The error command it gives me is: "Dynamic wraith spawning is disabled by server command" I looked in the autoexec.cfg and the config.cfg but didn't mention anything about spawning the bot itself. I've also checked on google, but nothing related came up...
Please, do help me!!!
Thanks,
Jastolze
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You write qcc compilers so I defer to your judgement.Originally posted by Spike View Postif its always zquake then I don't see why the infokey builtin won't work, at least when used on world.
also, it probably also supports the 'set' command, so just 'set temp1 4' and it'll *probably* work. Do that in a config and you'll not need the set elsewhere.
But here is the thing ... if the Pandora guys are using ZQuake as their total NetQuake + Quakeworld ...
What are they going to do if they hit a closed source NQ mod that uses temp1 or scratch1? They won't have the source.
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if its always zquake then I don't see why the infokey builtin won't work, at least when used on world.
also, it probably also supports the 'set' command, so just 'set temp1 4' and it'll *probably* work. Do that in a config and you'll not need the set elsewhere.
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@Spike
He's using ZQuake's nqprogs capability so this progs.dat is a NetQuake progs.
As far as I can tell, the Pandora ZQuake guys are using ZQuake basically as NetQuake with all benefits of Quakeworld.
And the mod in question is a NetQuake mod.
(Pandora = that open source portable gaming device)
http://en.wikipedia.org/wiki/Pandora_(console)
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if you're targetting quakeworld then you should probably be using the localinfo instead, then you don't have to get the user to mess around with adding bits together:
if (stof(infokey(world, "whatevernameyouwant")) == 1) {foo();}
then set it with:
localinfo whatevernameyouwant 1
on the server.
you might have issues when porting over to NQ, but _all_ QW servers have fully functioning localinfo/serverinfo commands.
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Good point, I don't think QW has a temp1 cvar.
Options:
1) Ask the Pandora ZQuake guy if he would be interested into adding that into his ZQuake. Tonik added NQ progs compatibility to ZQuake back in 2007 or 2008, but that cvar is somewhat commonly used in NQ mods. Really, Tonik should have added in temp1 and maybe even scratch1 cvars for NQ completeness (which is the main reason ZQuake is awesome).
2) Or recompile the mod. Editing the weapons.qc file. If you choose this option, I would recommend Inside3D for any questions about compiling QuakeC (because learning how to mod is what that site is for and has the user base to assist with that kind of thing; I personally don't get into that stuff).
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Thanks Baker for your help. I tried the temp1 command, but it said unknown command. Maybe a netquake only command?Originally posted by Baker View PostAccording the source code in the zip in ImpulseCommands in weapons.qc ...
Find the value of the console variable temp1. Do this by typing in the console:
temp1
It will say something like:
"temp1 is <somenumber>"
Subtract 4 from that number so like 32646 - 4 = 32642
Type in console:
temp1 32642 (substituting 32642 with your number)
Code:void() ImpulseCommands = { if (self.impulse >= 1 && self.impulse <= 8) W_ChangeWeapon (); ... // wrAIths: if(cvar("temp1") & 4) <------------ BAKER: This means that if the temp1 cvar has a 4-bit in it //if(1 == 1) { ... } else if((self.impulse >= 100) && (self.impulse <=104)) sprint(self, "Dynamic wrAIth spawning is disabled by server command!\n"); if (self.impulse == 253) ServerStatus(); if (self.impulse == 255) QuadCheat (); self.impulse = 0; };
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According the source code in the zip in ImpulseCommands in weapons.qc ...
Find the value of the console variable temp1. Do this by typing in the console:
temp1
It will say something like:
"temp1 is <somenumber>"
Subtract 4 from that number so like 32646 - 4 = 32642
Type in console:
temp1 32642 (substituting 32642 with your number)
Code:void() ImpulseCommands = { if (self.impulse >= 1 && self.impulse <= 8) W_ChangeWeapon (); ... // wrAIths: if(cvar("temp1") & 4) <------------ BAKER: This means that if the temp1 cvar has a 4-bit in it //if(1 == 1) { ... } else if((self.impulse >= 100) && (self.impulse <=104)) sprint(self, "Dynamic wrAIth spawning is disabled by server command!\n"); if (self.impulse == 253) ServerStatus(); if (self.impulse == 255) QuadCheat (); self.impulse = 0; };
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Index of /pub/idgames2/quakec/compilationsOriginally posted by Baker View PostDownload link to mod?
[Google search of either search shows millions of pages that do not seem to be this mod.]
It's as big of a mod as KQP, but it has bots coded in, too. Also, the file is called dmf112.zip.
EDIT: Sorry, the mod is really Darkmajik. You can find the mod on the same link above as well, only it's called Dkmj20.zipLast edited by jastolze; 02-07-2012, 04:31 PM.
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Oh, whoops. I was in a hurry. I am using Zquake for pandora. And the mod I believe is DMF or death of the mother fuckers. It's a great mod and all, but it won't even let me spawn a bot. Thanks
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Originally posted by jastolze View Posthaving trouble spawning a bot in a modI would humbly suggest that this is not enough information for anyone to be able to help you.Originally posted by jastolzeI don't rember what mod it was called
You basically said this:
"I am having a problem with a mod, I don't know the name of the mod and I also haven't said what engine I am using."
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