wait so how do I compile the stuff so the mod will work?

On 9/30/11, ryan chou <[email protected]> wrote:
> that's the whole point of that map
>
> On 9/30/11, burakyuksek <[email protected]> wrote:
>> I downloaded the mod but I don't liked it myself. Because it is calling
>> me
>> as ken and there are a lot of monsters in the dogs map I couldn't find
>> time
>> to switch to my favorite weapon and shoot them. I think decrease the
>> number
>> of dogs.
>> saygilar sevgiler.
>> ----- Original Message -----
>> From: "ryan chou" <[email protected]>
>> To: "AGRIP User and Developer discussion list"
>> <[email protected]>
>> Sent: Thursday, September 29, 2011 6:39 AM
>> Subject: Re: [AGRIP-discuss] New Mod, New Map, Tons of questions
>>
>>
>>> so wait, can you adjust views for say the episodes where you have to
>>> shoot a window/monster on a ledge? cause that'd be awesome
>>>
>>> On 9/28/11, Ken's <[email protected]> wrote:
>>>> OK, so I've finally got a map good enough to post.  It's still kind of
>>>> crummy, but not bad.  Actually I'm posting two.  One, death of the
>>>> dogs,
>>>> is
>>>> a big map full of nothing but--you guessed it, dogs.  Well, ok, there
>>>> are
>>>>
>>>> a
>>>> few other monsters just for fun, but doggies are the main thing.  I
>>>> began
>>>> that one when my mother's dog peed on my computer.
>>>> The second map, based on the first, should be more interesting.  It's
>>>> called
>>>> the death trap, and has all kinds of creatures.  It might not work with
>>>> JQ,
>>>> but it will work with UltraQuake, my new mod.
>>>> I've got ldl questions.  First, how do I get triggers to work?  I've
>>>> got
>>>> a
>>>> trap-spikeshooter and a trigger_multiple targetted to it, but nothing
>>>> happens when I hit the trigger.  I would also like to learn how to make
>>>> doors that are locked until you press a button, how to make shootable
>>>> doors
>>>> and buttons, and how to make walls move.  I tried making a func_wall,
>>>> but
>>>>
>>>> it
>>>> said I needed a target.  I tried putting a path_corner down and
>>>> targetting
>>>> the wall to that, but still no go.  Any help would be awesome,
>>>> seriously.
>>>> The only problem with UltraQuake is that I have no idea how to put a
>>>> mod
>>>> together at all, so for now just back the old dat files up from JQ and
>>>> put
>>>> in these two.  I'll make a proper mod of it someday, I promise, but
>>>> there
>>>>
>>>> is
>>>> more important work to be done--like home schooling my boy, so I don't
>>>> have
>>>> lots of free time.
>>>> In this spin-off of JQ you'll be able to play eppisodes without
>>>> precache
>>>> overflow errors.  You'll also hear your coordinates by pressing x if
>>>> you
>>>> also install  my autoconfig.cfg file.  Hit ; and ' to increase-decrease
>>>> scanning range, (buggy ecause buttons sounds disappear,) and use the
>>>> brackets to control scan speed.  It's not all documented yet, but the
>>>> commands are all in that autoexec.cfg file, along with 90-degree turns
>>>> and
>>>> 180 degree turns as well as something I call the keychanger., which
>>>> changes
>>>> the functions of keys and the mouse.  Hold down the shift key, and if
>>>> you
>>>> shoot, you first have centerview--just in case. Hit the left and right
>>>> arrow
>>>> keys, and you'll turn 90 degrees.  Yeah, I know shift's used for
>>>> running,
>>>> but the speed is maxed out so you'll always be running anyway.  Also,
>>>> mouse
>>>> button 3 does an impulse 84, and I think the wheel makes you walk--Ive
>>>> been
>>>> playing it on my netbook for so long I cant remember.
>>>> Here's the link.
>>>> http://dl.dropbox.com/u/43484895/quake.zip
>>>>
>>>> _______________________________________________
>>>> AGRIP-discuss mailing list
>>>> [email protected]
>>>> http://lists.agrip.org.uk/mailman/listinfo/agrip-discuss
>>>>
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>>
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>
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