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InsideQC Forums • View topic - Frikbot waypoint editor

Frikbot waypoint editor

Discuss programming in the QuakeC language.

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Frikbot waypoint editor

Postby redrum » Thu Jul 31, 2014 9:57 pm

It's been awhile since i've quaked LOL.

Anyway, I wanted to edit a .way file that I made years ago. Is there a way to load the file and edit it?
Or do I have to start from scratch?
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Re: Frikbot waypoint editor

Postby redrum » Fri Aug 01, 2014 10:19 am

Actually a .qc file...
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Re: Frikbot waypoint editor

Postby redrum » Fri Aug 01, 2014 9:28 pm

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Re: Frikbot waypoint editor

Postby leileilol » Fri Aug 01, 2014 10:29 pm

Have you tried doing it with the progs106.zip source?


The instructions in frikbot.qc are nicely written and understandable. You can do it!
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Re: Frikbot waypoint editor

Postby redrum » Fri Aug 01, 2014 10:41 pm

OK, I'm inching along here.

I've got a new clean version of Quake with the FrikbotX mod. It is now compiling (had a small typo).

NOW, can I load a waypoint.qc file so that I can edit it?
If I remember correctly if I "dump" it creates a file. I've created a few waypoints and did a test dump but no file was created.
Also I'm not getting the "gold ball" aka the selected waypoint.

I think I need to apply the 1.08 patch. I tried it but it doesn't do anything I believe Windows 7 doesn't like it (it's the old 32bit - 64bit routine).
Can someone provide a link to Quake 1.08 source files?

Thanks in advance.
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Re: Frikbot waypoint editor

Postby redrum » Sun Aug 03, 2014 11:46 pm

OK got it up and running. I needed to be in multiplayer mode.

I'm working with the map ferrum.
There is a door that needs to be shot at in order for it to open. I'm using the door AI flag on both waypoints right in front of and behind the door.
But he just stands there. How can I make him shoot the door?
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