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InsideQC Forums • View topic - Wave-based game

Wave-based game

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Wave-based game

Postby SkinnedAlive » Sat Aug 05, 2006 9:56 am

I'm trying to create a mapper-friendly wave-based game and have a few problems planning out the code.

First, how might I go about making a monster angry at the player(s) as soon as it is spawned.

Also, I have decided to let the mapper set the number of waves for the level with a key in worldspawn because I don't really want to put a cap on the number of waves.

My problem is that I also need some kind of mapper-set variables determining what resources are given to the player(s) each wave. I was thinking of doing this perhaps by having an entity placed by the mapper for each wave with the wave number and what to give to the player(s) on that wave as keys. But how do I get these entities to interact with every client without setting a new set of global variables for each wave and limiting the number of waves in the level?

I am trying to retain coop compatibility here too.

Sorry if I have not put this too clearly, can anybody help me?
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Postby Quake Matt » Sat Aug 05, 2006 10:41 pm

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Postby SkinnedAlive » Sun Aug 06, 2006 12:05 am

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Postby FrikaC » Sun Aug 06, 2006 2:28 am

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Postby SkinnedAlive » Sat Aug 12, 2006 8:39 pm

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Postby Sajt » Sat Aug 12, 2006 10:30 pm

F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby SkinnedAlive » Sat Aug 12, 2006 11:36 pm

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Postby Quake Matt » Sun Aug 13, 2006 12:25 pm

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Postby SkinnedAlive » Sun Aug 13, 2006 1:55 pm

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Postby Sajt » Sun Aug 13, 2006 10:08 pm

F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby SkinnedAlive » Mon Aug 14, 2006 8:49 am

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Postby Quake Matt » Mon Aug 14, 2006 11:53 am

Well, if all else fails, it's time to use bprint! Add some code into the monster AI (ai_run() should be called every frame, found in ai.qc) that constantly spews out some information, like the classname and origin of the monster's enemy. Also, do the same for your player-finding function, before and after FoundTarget(). That should let you know what your monster's thinking and when it does and doesn't have the right target.

As for your bounding box, you've got it set to a non-valid size. I only learnt it fairly recently, but Quake BSP only supports two sizes and anything else will probably go a bit wonky. I can't remember exactly what the sizes are, but you can find them in defs.qc, called something like VEC_HULL_MIN and VEC_HULL_MAX for the upper and lower bounds.
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Postby SkinnedAlive » Mon Aug 14, 2006 1:48 pm

Right, i've managed to make the monsters angry at the player. I had to set the goalentity field as you mentioned before and set the monster's first think to run rather than walk.

I've set the monster's bbox to a legal size now but they still don't like being spawned next to each other, which unfortunately is not something I can map around with this mod.

Image

When the grey monsters are killed, the red ones are freed. They are not touching. Is this a problem with quake?
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Postby Lardarse » Tue Aug 15, 2006 11:58 pm

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Postby Sajt » Wed Aug 16, 2006 12:22 am

F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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