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InsideQC Forums • View topic - statue code from doe

statue code from doe

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statue code from doe

Postby Madfox » Fri Jul 13, 2018 12:52 pm

For some days now I'm trying to add the statue.qc from DOE to my own monster.
I'm not sure, there are two monsters knight and hellknight, that have this code.
So I tried to extrackt the code from the doe.qc, but it is tricky.

My own monster with a walk routine doesn't seem so hard and triggers like one.
With a fly monster I ain't lucky, added the same code but for some reason
"void() monster_pause" is rejeckted.

Isn't there a code that has a solution for Statues, I can't find a trace in the doe.qc.
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Re: statue code from doe

Postby Spike » Fri Jul 13, 2018 3:13 pm

I don't know what the problem would be... unless this is something basic like not prototyping things as needed (order matters, and if the order cannot be satisfied then you can always just prototype with eg: void() monster_pause; <- shove that above the function its referenced in and the actual version of the function that's defined later will update its value properly).

the monster gets enough .th_* functions to stop the thing from crashing, just no-ops that make the monster do nothing (and take no damage). It also gets a .use function that sets the .th_* stuff to their normal values, so that you can trigger it to wake it up. nothing that wouldn't work in vanilla.
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Re: statue code from doe

Postby Dr. Shadowborg » Fri Jul 13, 2018 8:31 pm

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Re: statue code from doe

Postby Madfox » Sat Jul 14, 2018 12:21 am

I had no problems with another walking monster to turn it into a satatue.
(well, that is..,) :cry: I had problems with turning the grey skin off to natural.
I can target them the same way as the doe monsters.
So is the statue code only impemented in the entity code, or on other places too.

The flying monster is something that won't compare the action in qc some where.

Image

Here is what I wanted to obtain.
Making use of a static entity of a flying monster in frame 127.
Then, as soon as the player tries to use it, it turns into a flying model of the original.
A kind of morphing state from an item to an entity statement.

Maybe a bit weird, but when I made the monster, I was planning to do so.

:mrgreen:
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Re: statue code from doe

Postby Dr. Shadowborg » Sat Jul 14, 2018 10:29 pm

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Re: statue code from doe

Postby Madfox » Sat Jul 14, 2018 11:00 pm

Ah! So it is the ai.qc I should look for first.
The proximity mine, sounds like doe.qc.
Thanks for the help. The code from the Serpent.
You can find it here
The Cabbagemouth.., hungry feeling.
:neutral:
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Re: statue code from doe

Postby Dr. Shadowborg » Sun Jul 15, 2018 12:16 am

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Re: statue code from doe

Postby Dr. Shadowborg » Mon Jul 16, 2018 6:51 pm

Update:

Gonna need a few more days, some stuff in RL came up and I gotta build out the basic monster first before I can properly test the special features.

Examining the framegroups reveals that this is a rather interesting monster to work with. Initial .qc version will probably feel like a vanilla quake flying deathknight; Full potential will require some more work, and will result in a much more varied (and deadly) monster. :shock:
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Re: statue code from doe

Postby Madfox » Mon Jul 16, 2018 11:33 pm

Ah, so the cabbagemouth stays hungry!

Here is the code I have in game, it has no alteration in the othe qc.
That's probably how to make it smarter.
For now the code is smarter then me.



Take your time, I'm puzzling already longer for it, and just started coding.

:neutral:
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Re: statue code from doe

Postby Dr. Shadowborg » Mon Jul 23, 2018 11:25 pm

Update:

Monster code v1.0 is complete and working. Final debug now in progress, once it's done I'll stick the .qc file 'n stuff up for you. (probably be sometime tomorrow) :wink:
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Re: statue code from doe

Postby Madfox » Tue Jul 24, 2018 5:21 pm

Thanks shadowborg!

I tried with placing an mdl frame 146 static in game, and then teleport another serpent to the same place, while killtarget the static.
It only works with a teleport_dest above the original.
That way it doesn't look the same monster anymore.

Great you managed it with qc.

For now I'm trying to make the squad_serpent look like the original quaddamage.
It still doesn't look convincing enough, and how to make a static frame turn?
(flag~all serpent poses start turning)
:smile:
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Re: statue code from doe

Postby Dr. Shadowborg » Wed Jul 25, 2018 1:39 am

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Re: statue code from doe

Postby Dr. Shadowborg » Thu Jul 26, 2018 12:37 am

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Re: statue code from doe

Postby Madfox » Sat Jul 28, 2018 11:29 pm

That's great, Shadowborough! I will try that out.
I am curious to see what will happen. I'm changing the skin to match the Quaddama.
It's still a mistery how to get the skin changed, something in the last death frame.

Thanks for your help, I'll check it out.
Succes with the Cabbagemouth!

:smile:
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Re: statue code from doe

Postby Dr. Shadowborg » Sun Jul 29, 2018 12:06 am

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