onslaught entitys

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

Moderators: Nexuiz Moderators, Moderators

onslaught entitys

Postby Morphed » Thu Dec 20, 2007 12:16 am

Code: Select all
QUAKED onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
Base generator.

onslaught_link entities can target this.

keys:
"team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
"targetname" - name that onslaught_link entities will use to target this.


Code: Select all
QUAKED onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
Control point.  Be sure to give this enough clearance so that the shootable part has room to exist

This should link to an onslaught_controlpoint entity or onslaught_generator entity.

keys:
"targetname" - name that onslaught_link entities will use to target this.
"target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
"message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)



Code: Select all
QUAKED onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
Link between control points.

This entity targets two different onslaught_controlpoint or onslaught_generator entities, and suppresses shielding on both if they are owned by different teams.

keys:
"target" - first control point.
"target2" - second control point.
Morphed
Alien
 
Posts: 197
Joined: Tue Feb 28, 2006 10:41 pm
Location: Poland

Postby Shoe » Thu Dec 20, 2007 8:59 am

On this subject of onslaught, whatever happened to the enhanced physics that were supposed to be in the works for DP? Haven't heard much about it in a while.
Shoe
Keyboard killer
 
Posts: 517
Joined: Wed Mar 08, 2006 2:18 am

Postby TVR [Public Terminal] » Sat Dec 22, 2007 1:14 am

I'll assume that the default info_player_deathmatch will work for this gamemode?

Shoe: Since the code is in QuakeC, it can only be used for the game using Darkplaces individually, not Darkplaces directly.
TVR [Public Terminal]
Member
 
Posts: 27
Joined: Sat Dec 22, 2007 12:48 am

Postby Shoe » Sat Dec 22, 2007 1:24 am

Oh, I see. I thought it was an engine modification, not a QC mod.

Regardless, was it ever decided to include it in Nex? Obviously it's not a requirement for Onslaught, but vehicles with physics like that would be welcome.
Shoe
Keyboard killer
 
Posts: 517
Joined: Wed Mar 08, 2006 2:18 am

Postby Morphed » Sun Jan 13, 2008 11:51 am

TVR [Public Terminal] wrote:I'll assume that the default info_player_deathmatch will work for this gamemode?


yeah, you need to link them to control points and generators need linked info_player_team1 and _team2
Morphed
Alien
 
Posts: 197
Joined: Tue Feb 28, 2006 10:41 pm
Location: Poland


Return to Nexuiz - Editing

Who is online

Users browsing this forum: No registered users and 1 guest

cron