yeah, but I want a challenge haha
and enforcers from what I've heard can be pretty bad

On 10/1/11, Kenn Downey <[email protected]> wrote:
> Enforcer is in full quake. I'll replace enforcer with dogs so you can
> play--and kill puppies and demons too!
> My only wish now is to find out how to keep monsters from killing each
> other.  When I play, I always set coop to 1, whether I want bots or not.
> That way I can keep track of my kills versus monster kills.  Usually I only
> get about 30 out of 52, and the monsters get the rest.  Bummer!
>
> ----- Original Message -----
> From: "ryan chou" <[email protected]>
> To: "AGRIP User and Developer discussion list"
> <[email protected]>
> Sent: Saturday, October 01, 2011 6:30 AM
> Subject: Re: [AGRIP-discuss] New Mod, New Map, Tons of questions
>
>
>> someone know where I can gt the missing enforcer sounds? not sure
>> where to find those so i can have all the sounds playing
>>
>> On 9/30/11, Kenn Downey <[email protected]> wrote:
>>> You probably can run it without compiling my mod, but if you run it with
>>> the
>>> regular JQ there may be sound precache errors.  You will certainly get
>>> those
>>> errors with Deathtrap, so you'll either need to run that without any mod
>>> at
>>> all or install the two dat files in the id1 directory of your quake
>>> folder.
>>> Back up the original first though lol.  Also, if you choose to use my
>>> config
>>> file, (you don't have to of course,) you'll need to type your name in.
>>> ----- Original Message -----
>>> From: "ryan chou" <[email protected]>
>>> To: "AGRIP User and Developer discussion list"
>>> <[email protected]>
>>> Sent: Friday, September 30, 2011 10:20 AM
>>> Subject: Re: [AGRIP-discuss] New Mod, New Map, Tons of questions
>>>
>>>
>>>> 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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