In iq the respawned monsters are created facing a random player.
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Skulltag's and ZDaemon's Invasion Mode... for Quake
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@seven
yeah i have actually done that already. ive made the tarbabys so that they face in the direction the player is at.
they are teleported into 2 small halls on either side of a big hall where the player is,
and ive angled them so that the tarbabys face the big hall where the player is.
cant do much more then that i guess?
at least not without using custom QC, and its not really neccesary imo.
ive already tried tempting the player to go look with messages to go look
so that the chance of the player being where the tarbabys tp in is bigger.Last edited by talisa; 06-10-2013, 01:02 PM..are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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Then your distance seems to be too far away maybe ?
If the monster is facing players direction but dont get angry (FindTarget) ?
Is it possible to give the monsters a "path_corner" target when teleporting in your mapping tool/program ?
Because then you can switch them to patrolling and walk forward along your "path_corner" targets towards the player (the big hall that you mentioned).
If it is not possible without qc-modification, then this idea can be scrapped.
But now I should shut up, because I am no mapper, and most probably talk nonsense here...
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yeah ive been thinking of that, but i have no clue how to work with a path yet
....guess its time to be off to go ask gb and gypsy about how to work with those!
.are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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I got some time last night to play a little skulltag last night. The only thing i could suggest is that you use the nail gun and the grenade launcher. and maybe after a few waves you get a new mega health. i used impulse 9 otherwise i was toast. i like all the funny messages that pop up i like when mappers do that.
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so that what the slimy ******s are... i hate thows guys so much so i took them out of my quake with the smc. all slime balls are now Afrit for me. and he is too cool it this map.
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wow quakeone just *** out my word? let me try something
fuck fuck fuck
well at least that still works
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yeah i know about the ammo, skulltag's invasion-mode has respawning ammo for that same reason.
ill look into if i can fake respawning ammo by using the same kinda thing ID also used to make the zombies appear when you pick up the gold key in E1M3
which is a piece of floor moving away and a platform which was hidden below it coming up.
i can use that same technique to fake that the ammo 'respawns' once
.
btw at JD:
thats the whole point of the tarbabys, that they are annoying
if they werent they would be lame.are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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last lil update which adds one more group of monsters after the tarbabys.
included the source so anybody who wants can add more to it or look at my map to see how i did stuffs like how i did the 'waves' and such.
here is the 'final' version of the map: https://www.dropbox.com/s/dg3zknktkb...sion1_v1.0.rar
might perhaps go back to it some time, but for now i pretty much consider it 'done' since i dun feel like doing more work on it
and am kinda out of ideas of what to add without having to add completely new parts to the map, which i dun wanna do
hope the source will be usefull to any of you, and feel free to continue on work on it.
only thing i ask i that you give me credit if you share a modified version of my mapLast edited by talisa; 06-28-2013, 03:19 AM..are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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thanx
yeah ive continously tried to not have to use custom QC-mods,
and it took some work to use tricks to prevent having to use QC,
but it helped me a lot to learn about mapping and how to use triggers and such
.
ill most likely first return now to my ludicrous gibs project
since i already had gibs made of a couple enemies and would really love custom gibs for all enemies in quake,
and its quite easy to do as well, just takes an hour or so per enemy model
here's a preview of the gibs i made so far: http://imgur.com/a/O0X24#0.are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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