Re: [Quake-C] Safe spawn calc for Shambler in Runequake
Quake C mods and support - SSQC / CSQC
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From: Cobalt <co...@te...> - 2016-10-12 17:42:55
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True, however we still would need to calc a safe area with respect to who is spawning the Sham. Darkhelmet in our "Quakenerd" group on Discoord sugguested we perhaps use the code thats currently bombing, only break it up over 4 frames so it wont trip the runaway loop, and also save maybe the last 2-3 good known locations, and loop through them again just before we commit to a respawn. The other idea is to let the player aim to a spot, then do the calcs and print a go / nogo message. Then there would be a 'skill' of sorts to picking a good spot to activate the rune before using it. ----- Original Message ----- From: <qu...@ca...> To: "Cobalt" <co...@te...>; "QC" <qua...@li...> Sent: Wednesday, October 12, 2016 12:12 AM Subject: Re: [Quake-C] Safe spawn calc for Shambler in Runequake > On 2016-10-04 13:46, Cobalt wrote: >> Basicly the original code merely spawns a Shambler monster at the players >> origin, mo matter where they are. If theres not enough space, the >> Shamblers >> stuck in the wall. There is a Walkmove (0,0) check done someplace to try >> and >> help fix the issue but its not always being called at the right times. >> > > You could cheat the shamblers size: > > in void() monster_shambler: > > //setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX); > setsize (self, VEC_HULL_MIN, VEC_HULL_MAX); > > The consequence of this is that shamblers will push into walls with > various body parts. > |