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Spawnflags: 768 vs 769

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  • Spawnflags: 768 vs 769

    Hello. As some of you might already know, I'm trying to make R2M7 reach perfection. Up to this point, I have been using the following spawnflags for both items and monsters:

    768: for hard/nightmare only
    1024: for easy/normal only

    I stuck with those for quite a while, but then I started seeing overlapping items on DM for all skills. So my question here is: what is the difference between 768 and 769? Also, what are the CORRECT spawnflags for...

    1. Items appearing on hard/nightmare only for DM and single player
    2. Items appearing on easy/normal only for DM and single player

    I don't want anything to overlap anywhere, anytime, so if someone can point me into the right direction of spawnflag use, that would be most appreciated.
    Steel Sentinels remake project developer since 2012.

  • #2
    #define SPAWNFLAG_NOT_EASY (1<<
    #define SPAWNFLAG_NOT_MEDIUM (1<<9)
    #define SPAWNFLAG_NOT_HARD (1<<10)
    #define SPAWNFLAG_NOT_DEATHMATCH (1<<11)

    any other bits are mod-defined.

    for monsters, 1 is typically ambush-only. or crucified on zombies. so 2 will do ambush-only as well
    for ammoboxes, 1 is a 'big' box and contains about twice as much ammo.
    for health, 1 means rotten, 2 means megahealth.

    as I said, mod-specific.
    Some Game Thing

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    • #3
      I know all that. Currently in my modified .ent file, I have two things overlapping on DM. The first case deals with armor. In a certain area, I have red armor with the spawnflags 1024, and in the same area I have gold armor with the spawnflags 769. This works in theory, as they never overlap in single player and work the way that they're supposed to, but in DM, they BOTH appear inside of each other on ALL difficulties. Here is what I have written down.

      {
      "classname" "item_armorInv"
      "origin" "-2390 300 52"
      "spawnflags" "1024"
      }
      {
      "classname" "item_armor2"
      "origin" "-2390 300 52"
      "spawnflags" "769"
      }

      In the second case, I had a power shield put down with the spawnflags 769. In the same area I put a quad damage with the spawnflags 1024. The same thing happened here as well. I'm glad I don't have any other instances of this happening, but seriously now, what am I doing wrong here??
      Steel Sentinels remake project developer since 2012.

      Comment


      • #4
        in vanilla, spawnflag 1 doesn't affect anything on armour. so it sounds like you're trying to target some random mod without even saying what the hell you're trying to target.

        those flags are not easy/medium, they're _NOT_ hard. this of course doesn't inhibit them in deathmatch. add 2048 to one and you'll inhibit it in deathmatch leaving only the other. but hey, you know all that already. so why are you even asking?
        Some Game Thing

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        • #5
          :rocky theme music and popcorn:

          lol, I don't think Ive ever seen Spike get cheeky. Well, maybe with me once or twice but, I don't count cause I invite it.
          http://www.nextgenquake.com

          Comment


          • #6
            Heh, I guess he dont know all that. DM does not have a use for easy medium or hard skills....its only relevent to co-op. Once DM >=1 spawnflags becomes an irrelevent float, and you can use it to define other things in a mod. You may want to randomize the spawning of those (2) items with somehting like:

            if ((cvar ("deathmatch") >= 1))
            if (random () < 0.5)
            // Spawn item 1
            else
            // Spawn Item 2

            Comment


            • #7
              Not sure if you resolved this? But I found this that seems to explain the .spawnflag field:

              Quake MAP Specs

              Comment


              • #8
                Fields like .spawnflags should be considered bitfields, where you have to add up the bits as a decimal number in order to set the bits correctly.

                This means 768 is two bits set: the 256 bit and the 512 bit.
                Thus 769 is three bits set: 1, 256, and 512.

                All entities have these bits as options:
                - 256 Item does not exist in Easy
                - 512 Item does not exist in Normal
                - 1024 Item does not exist in Hard
                - 2048 Item does not exist in dm

                Some entities have bit 1 and 2 as options, such as sound/nosound for movers, doors start open, or whatever. Some entities don't have any lower bits as options, so setting them on/off does nothing. This I expect to be true when comparing 768/769 on many things.

                In regard to "Items appearing on hard/nightmare only for DM and single player", there are a couple close options: Item appearing only in hard (and not dm) would be 2816 plus whatever spawnflags it had before. Item appearing only in dm would be 1792 + whatever.

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