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InsideQC Forums • View topic - The func_elevator challenge

The func_elevator challenge

Discuss programming in the QuakeC language.

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The func_elevator challenge

Postby OneManClan » Tue Aug 13, 2013 4:09 pm

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Re: The func_elevator challenge

Postby Dr. Shadowborg » Tue Aug 13, 2013 11:23 pm

Maybe I'm misunderstanding what you want to do here, but extras_r4 has an elevator that has buttons that move with it.

Also Missionpack2 / DoE's source has multi-stop elevators as well.
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Re: The func_elevator challenge

Postby r00k » Wed Aug 14, 2013 1:03 am

i think if goal_entity.buttonpressed ever equals 1 ur mod will crash
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Re: The func_elevator challenge

Postby frag.machine » Wed Aug 14, 2013 2:31 pm

First, I suggest you first change the .think delay to a smaller value, the standard 0.1 sec is good and wont bog down the game. After this, place some dprints where entity status should be changed, this may bring some clues.
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: The func_elevator challenge

Postby OneManClan » Wed Aug 14, 2013 4:57 pm

Thanks for the responses guys.

The solution (credit: Spike) has been found!:

SUB_CalcMove(self.goalentity.origin - self.mins, 200, lift_think);

I can't comment further because I'm still learning about exactly how mins, maxs absmin etc etc work.
Next challenge: to make the buttons in the lift move with the lift!! :shock:
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