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InsideQC Forums • View topic - Objective gameplay problem..

Objective gameplay problem..

Discuss programming in the QuakeC language.

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Objective gameplay problem..

Postby drm_wayne » Wed May 22, 2013 10:18 pm

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Re: Objective gameplay problem..

Postby Spike » Wed May 22, 2013 11:51 pm

tbh, just have your pickups trigger some trigger_counter. and have the trigger_counter killtarget some func_wall.

conditions inside spawnfunctions other than to check the fields the mapper specified are generally pointless. anything that checks other entities inside the spawn function itself is stupid, as the entities that it refers to are not always going to have been spawned yet.
what your code is trying to do is check to see if the player has grabbed any items before any players are even on the map. and ONLY before there are players on the map. you'd need a think function... or you can just use the trigger mechanism that I already mentioned.
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Re: Objective gameplay problem..

Postby frag.machine » Thu May 23, 2013 12:27 am

+1 to the trigger_count approach.
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: Objective gameplay problem..

Postby drm_wayne » Thu May 23, 2013 4:16 am

im adding a thinkfunction...

I dont have triggers in the game (only a trigger_command for fog) because everything is coded from scratch, the qc doesnt have anything from the old quake qc :o :wink:
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Re: Objective gameplay problem..

Postby gnounc » Thu May 23, 2013 6:33 am

my
gnounc's
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Re: Objective gameplay problem..

Postby ceriux » Thu May 23, 2013 2:17 pm

i dont think you could do it that way anyways could you? wouldnt it be if (currentobj == x) ?
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Re: Objective gameplay problem..

Postby Ghost_Fang » Tue May 28, 2013 2:44 am

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