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InsideQC Forums • View topic - Help: Moving a func_train via an array of vectors

Help: Moving a func_train via an array of vectors

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Help: Moving a func_train via an array of vectors

Postby OneManClan » Thu Aug 18, 2011 3:08 pm

Last edited by OneManClan on Sat Aug 20, 2011 12:10 am, edited 7 times in total.
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Re: Help: Moving a func_train via an array of vectors

Postby frag.machine » Fri Aug 19, 2011 12:48 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Help: Moving a func_train via an array of vectors

Postby Spike » Fri Aug 19, 2011 2:56 pm

.
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Postby frag.machine » Sun Aug 21, 2011 6:44 pm

Check this video: http://www.quaketastic.com/upload/files ... d_test.zip

Later I'll upload the code + demo map + BSP model I made. Tested in Darkplaces, but uses only vanilla QuakeC, so it should work on any engine. Also, not shown in the video is the fact that the payload cart heals players pushing it (exactly in the same way the TF2 payload cart). The values of stop time (5 sec in this demo) and speed (150 units) can be changed in 2 globals. Uses regular path_corners to define the cart trajectory, and you can also make the cart fire alternative targets when reaches a path_corner (just add a "target2" to the path_corner) and/or print messages (set the "message" field). In both cases, the path_corner fires/prints the message only in the first time the cart passes. The only different behavior from the TF2 payload cart is that this one will go back all the way to the first path_corner (the TF2 cart stops when reaches the last conquered checkpoint), but this can be easily changed.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby OneManClan » Mon Aug 22, 2011 1:30 pm

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Postby frag.machine » Tue Aug 23, 2011 1:13 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Electro » Tue Aug 23, 2011 4:14 am

Benjamin Darling


Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
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Re:

Postby OneManClan » Mon Feb 13, 2012 9:04 am

Hi all!
UPDATE:
Ok, I've revisited frag.machines version of 'Payload' (which unlike mine, works!), have studied it carefully (thanks again f.m.!) and (with some minor fiddling), have finally managed to get it working in AGR CustomTF!! :)

Now... the map this functionality is intended for is town4 ... for which the .map file is unavailable. I've written to the author ('Karl'), no go (invalid email). TeamXlink had a go at decompiling town4.bsp about a year ago, and put some tracks and a cart, and it loaded and 'kind of' worked using FTE as a client, but not EZquake. IIUC this is something to do with the decompilation creating too many entities (or something) and IIUC although it looked almost perfect (to my eyes) there was some 'issue' post decompilation, which would have required a complete rebuild of the map (or something).. anyway.. I had an idea:

Q: Is it possible to implement this entire 'payload' concept on an existing .bsp without needing to decompile/recompile ... just using QuakeC and an ent edit?

Could the entire track and cart be added to the map in this way? The cart functionality is working, I know how to precache and 'initialise' the cart, and as for the track.. i assume each section would be a seperate entity.. joined together... or perhaps the whole track could be one huge entity...

Mapping Gurus, your thoughts please

OneManClan
ps ...if this proves too difficult/impossible.. I suppose we could dispense with the track entirely, and just use a 'floating' cart..
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Re: Help: Moving a func_train via an array of vectors

Postby frag.machine » Mon Feb 13, 2012 10:43 pm

You could create a huge customized .BSP model simulating the track and add it to the map (BIG YUCK). HOWEVER, the light won't look right in most engines (dunno if FTE is able to correctly light BSP models). This MAY or MAY NOT be an issue.

I suggest you to scrap the original map and recreate it with the tracks. Easier, more elegant and I would say wiser, because payload maps have unique balancing issues (see TF2's pl_goldrush for an example of poorly implemented gameplay).
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Help: Moving a func_train via an array of vectors

Postby OneManClan » Tue Feb 14, 2012 12:39 am

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Re: Help: Moving a func_train via an array of vectors

Postby frag.machine » Wed Feb 15, 2012 12:52 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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