FvF brain slave - mapping question

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by gulliver-trans » Tue Jun 19, 2007 5:26 pm

Haha. Well. I didn't know if you'd be up for the challenge! :P

But seriously, if you could put that in, that'd be greeeeeat.

I just don't know if you're coming up on progs limits or what. (emphasis on "or what")

While we're on the subject, a function that calls punchangle would be handy dandy. Like:

Code: Select all

void() punch_touch = {
    other.punchangle = self.angles;
};
Of course if anyone else decided to map for FvF, they could use those as well.

by Gunter » Tue Jun 19, 2007 5:02 pm

Nope, there's nothing like that. And that looks far too complicated to try and program. I don't even know how I'd do something like that. I'd probably need all those frikka extensions and a hacked darkplaces server.

by gulliver-trans » Tue Jun 19, 2007 2:36 pm

I can do it, but it doesn't work quite the way I need it to.

I just need to know if there's a function similar to this:

Code: Select all

void MessageAll() = {

bprint(self.message)

};
And that's it. self.message could be self.netname or whatever. Doesn't matter as long as it's an entity .string.

by Gunter » Tue Jun 19, 2007 2:31 pm

I have no idea if you can do something like that from the map file.
Ask Orl.

Next question

by gulliver-trans » Tue Jun 19, 2007 1:42 pm

Hmm ok. Next question then...

Are there any simple functions in FvF source that do a bprint or msg_all or something of that nature - and don't do much else?

I can't call bprint directly, and I couldn't pass a string to it anyhow.

but for something like a bprint(self.netname) like in ClientConnect, that would work. The trouble is ClientConnect also bprints "entered the game."

The reason I'm asking is I think it would be cool to print a message to *all*players, like "Joao opened the gate" or even just "the gate has been opened", though I don't have a use for this just yet.

by Gunter » Tue Jun 19, 2007 12:49 am

A Brainslave with a deity skin would just use the default behavior, i.e., Quake Soldier.

self.pclass is what FvF uses to store each player's class, and that would be better for you to use than self.skin, actually.

by gulliver-trans » Mon Jun 18, 2007 2:52 pm

I can set them in the .map file.
If you set them, it will override whatever i set.
That's why, for instance, I can set the .use function tor some triggers, but not the .touch. The .touch will be overwritten by the QC.
So you can check for !self.skin, I guess. But I guess you knew that already.

The deity would just act as a quake soldier? Oh. It would act like a QS brainslave? Or would he just stand there and do nothing?

I'm sorry, but what's pclass?

Anyhow, that would be awesome. That's very helpful. Thanks!

by Gunter » Mon Jun 18, 2007 1:46 pm

skin = class

Hm, can you set self.skin and self.pclass in the map file?

Brain slaves are assigned a random class by setting their skin, and for some attacks, a pclass. If you can set those value manually, I can check for them and tell it no not make it random....

0 = Quake Soldier
1 = Cyborg
2 = Android
3 = Sniper
4 = Fighter
5 = Mage
6 = Ninja
7 = Cleric
8 = Knight (same as Fighter with knight skin)
9 = Commando (same)
10 = Wastelander
11 = Monk
12 = Time Traveler
13 = Alien
14 = Doom Marine
15 = Deity, but there's no brainslave support for him, so he'd just act like a Quake Soldier

FvF brain slave - mapping question

by gulliver-trans » Mon Jun 18, 2007 11:59 am

Hey Gunter, are there flags you can set when spawning a brainslave?

Like to choose its class, for instance?

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