.qc (dot qc) - the group for quake c coders of all denominations. If you make quake one mods and write code in quake c, join our group! I'll try to answer any quake c questions - please post your inquiry in the forums...
Posts | ||
---|---|---|
Runner! | Locked | |
Thread Options | ||
|
Feb 20 2017 Anchor | |
Quick, someone get a sandman. Heh heh. from: Quake c - gone bad #11 - Runner! So, I noticed a few months back while working on Quake-hack maps that When I find a new bug, I make a note for later so I'm not constantly I'm in the middle of a major recode. I generally only do a big In this case I broke frikqcc by using to many globals: I switched to fteqcc which is much better with globals. However, Quirky bugs like this can be seriously frustrating. I had not done anything with monster code in months. So I tried a normal map. Monsters still get stuck. What the!? How the!? Hrm. One of the first things I did was take the hipnotic I turn off hipnotic. The monsters & bots work. A-ha moment:
This is a section in "ai_run()". Now, this works fine with the normal hipnotic qc, the monsters never get stuck. I see the problem instantly:
One thing I want to change from the chaos-mod 2 base is having to constantly So, I came up with a generic system that uses SV_OnEntityPreSpawnFunction from A big issue is all the .void fields that are used, some on the engine side. So I where I manipulate the entity load in cvar_fields (a custom function I wrote for this) .void() th_turn is added by hipnotic and used in the snipped shown. In the current case, th_turn is not assigned a value - so I blocked the code from compile. The other solution is:
You could use SUB_Null, or setup a warning function to identify when a null call |
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.