programming question - looking around after death

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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corncobman
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Joined: Fri Aug 08, 2003 7:00 am

programming question - looking around after death

Post by corncobman »

How do I enable the player to look around after the player is killed?

I remember someone doing this a while back, I can't remember who or how it was done, so any help would be greatly appreciated.

Thanks in advance.
-It is not the fall that kills you. It's the sudden stop at the end. (Douglas Adams)-

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dzjepp
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Post by dzjepp »

Isn't LE the programming forum now? :paranoid:
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Eraser
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Post by Eraser »

yep I think it is.
Magnus
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Post by Magnus »

The mod was called True Combat, corncobman. After you were killed in Team Last Man Standing game type since you could roam about in spectater mode it was a good stratigy to let your team mates know what was around the next corner if ya' know what I mean.

But if you could get your hands on the source code for that mod you could see how it was done.

Hope that helps.

BTW, did you get my bots and the deity t.c replacement file?

Later.
Uh, well....good luck with that. :shrug:

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Bacon
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Re: programming question - looking around after death

Post by Bacon »

corncobman wrote:How do I enable the player to look around after the player is killed?

I remember someone doing this a while back, I can't remember who or how it was done, so any help would be greatly appreciated.

Thanks in advance.
Look around as in spectator mode or look around as in z-effects.pk3?
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corncobman
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Post by corncobman »

No, I mean looking around as in being able to see around you between the time you die and the time you respawn. The player's position would be fixed but the angles would be rotatable.

Magnus wrote:
BTW, did you get my bots and the deity t.c replacement file?

Later.

Yes

EDIT: Having looked quickly inside, the files should be renamed .pk3 instead of .zip and you should remove the thumbs.db files

You will also need a .bot file in the scripts path for each bot so you can actually add a bot in game.
-It is not the fall that kills you. It's the sudden stop at the end. (Douglas Adams)-

[url=http://www.violationentertainment.com/misc/ccm]-An eyeful a day is bloody fantastic!-[/url]
blakjack
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Post by blakjack »

check the ET source :paranoid:
Magnus
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Post by Magnus »

Oops! I put the wrong folders in the .zip. The .pk3 folders now that I look are setting here in my "new bots" folder on my desktop.
Oh, well.
Thanks for the tip.......or reminder......or whatever...heh!
It's 7:30a.m. and I havent been to bed yet. I gotta go get some sleep :icon29: .
BTW once you get a chance to look around inside you will find the botfiles/bots/ deity c.i.t.w. / savagephantom c.i.t.w. / spirit c.i.t.w.
And your right haveing a .jpg for each .tga is just going to make my .zip too large. Never thought about that.

Well once you get a chance to realy look around inside let me know what you find right and wrong with my scripting and file structure as well as how the bots look, play, and interact.

Thanks again.
Last edited by Magnus on Fri Mar 25, 2005 5:18 pm, edited 1 time in total.
Uh, well....good luck with that. :shrug:

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Magnus
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Post by Magnus »

I caught your last post over at PQ. Here is my reply....

Crap! I sure didn't put those in there.

I have them in my pak0.pk3/scripts/bots. So they are in my bot selection menu and I can add them to arenas as bots as well as use them as player models.

I just forgot to make a bots file and place one in each bot's .pk3.

Thanks for pointing that out.

Here is what I have for each one if you want to just add it:

{
name Savagephantom
Funname ^1Svagephantom^7
model savagephantom
aifile bots/savagephantom_c.c
}

{
name Deity
funname ^3Deity^7
model deity
aifile bots/deity_c.c
}

{
name Spirit
model spirit
aifile bots/spirit_c.c
}

Or if you want I can send you an updated .zip.

BTW, What do I name my scripts/bots file for each bot to get the game to recognise it as the bots file for each bot?

Do I name it bots or deity or deity.bots or bots.deity or something else?

Thanks!
Uh, well....good luck with that. :shrug:

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corncobman
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Post by corncobman »

the same name as the bot and the extension is .bot so deity.bot as an example.
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Magnus
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Post by Magnus »

Cool!

You, misantropia, and obsidian have been spending quite a bit of time imo, helping me without bitching and smarting off at this bot modding noob.

Big thanks dude!

I hope I turn out to be worth everyones, including my own, time and effort....heh!

Later.
Uh, well....good luck with that. :shrug:

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