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InsideQC Forums • View topic - Quakec Function Doubt

Quakec Function Doubt

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Quakec Function Doubt

Postby vegetous » Sun Nov 05, 2006 1:46 am

What is the responsabel function for actions like opening doors when a monster is killed? Like in e1m3 when you kill both ogres to have access to the armor.



A adapted a QW multplayer mod to play single player maps, but looks like this is the only trigger not working in all Quake classic maps.

tks!
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Postby Sajt » Sun Nov 05, 2006 7:47 am

Something to do with killtarget, perhaps related to SUB_UseTargets (I think?) or somewhere in the monster death code!

Yeah... maybe somebody else knows
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Re: Quakec Function Doubt

Postby Preach » Sun Nov 05, 2006 11:16 am

The function killed() in combat.qc calls a function monster_death_use(). monster_death_use() is in monsters.qc, and it stops it flying/swimming, then sets activator to self.enemy and calls SUB_UseTargets(). SUB_UseTargets() is in subs.qc, and it's the same function called when you pick up an item that has a target set. So if picking up items is firing triggers correctly then the problem is likely to lie in one of these functions in between.
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Postby vegetous » Sun Nov 05, 2006 8:40 pm

Solved, tks! :D
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Postby leileilol » Sun Nov 05, 2006 8:50 pm

are you calling us teamkillers because we don't pull that kind of crap online
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Postby scar3crow » Sun Nov 05, 2006 8:57 pm

ah cheapalert... he meant teamkillersauce obviously
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Postby HeadThump » Sun Nov 05, 2006 10:41 pm

Is there something missing? It sounded like the flicker of a [spank] flame [/spank] was beginning to flare up. :)
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Postby Entar » Mon Nov 06, 2006 12:31 am

nah, Cheapy's just annoying that way. Ignore him :)
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Postby vegetous » Tue Nov 07, 2006 6:52 pm



Ok, it's not exactly a official Q-code, but back here in my job we use it! :P
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Postby Entar » Tue Nov 07, 2006 7:21 pm

'round these parts, we use thx, thnx, or thanks.
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Postby scar3crow » Tue Nov 07, 2006 10:57 pm

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Postby Entar » Wed Nov 08, 2006 12:53 am

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Postby vegetous » Sat Nov 11, 2006 1:11 am

Another question, but now about the deathmatch version of the mod.

Sometimes when a player is killed in this mod, he reborn as a zombie (yeah that's cool!), and if he touch the enemy that killed him, the enemy dies too (the player is already dead) and the player gains a frag.



The problem is that in the QW version of the mod, if the player does not move himself, the touch function does not work. I don't know why, but the NQ code is exactly the same and there's no bug in NQ!

- ZUMBI_Touch function at line 1039

- ZUMBI_Touch function at line 991





This is the last major bug of this mod, I was able to correct all the others but this one I can't!
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Postby vegetous » Sun Dec 10, 2006 12:04 am

Looks like the function is working contrary! When the zumbie touch the player, nothing happens but it works when the player touchs the zombie!

Any tips?
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Postby FrikaC » Sun Dec 10, 2006 12:25 am

Zombies (and all monsters) don't really move and therefore can't trigger a touch.
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