I got through that on overkill but how do I get it so I don't get a massive chunk of health taken off as soon as the platform stops and I move forward?
On 10/1/11, Kenn Downey <[email protected]> wrote: > Personally, I think the JQ weapons are just way too good for fighting > monsters. Even the hellknights can be taken down with a few wild swings. > By the way, I challenge you to get through deathtrap with only standard > weapons, and no force powers. Getting from one room is very tricky--one > wrong move and you fall. There is a way to get from one room to another > without force jumps and jet packs tho. Have any of you found it yet? > ----- Original Message ----- > From: "ryan chou" <[email protected]> > To: "AGRIP User and Developer discussion list" > <[email protected]> > Sent: Saturday, October 01, 2011 1:34 PM > Subject: Re: [AGRIP-discuss] monsters Fighting monsters: was Re: New Mod, > New Map, Tons of questions > > >> 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 >>>>>>>>>> >>>>>>>>> _______________________________________________ >>>>>>>>> AGRIP-discuss mailing list >>>>>>>>> [email protected] >>>>>>>>> http://lists.agrip.org.uk/mailman/listinfo/agrip-discuss >>>>>>>> >>>>>>>> _______________________________________________ >>>>>>>> AGRIP-discuss mailing list >>>>>>>> [email protected] >>>>>>>> http://lists.agrip.org.uk/mailman/listinfo/agrip-discuss >>>>>>>> >>>>>>> >>>>>> _______________________________________________ >>>>>> AGRIP-discuss mailing list >>>>>> [email protected] >>>>>> http://lists.agrip.org.uk/mailman/listinfo/agrip-discuss >>>>> >>>>> _______________________________________________ >>>>> AGRIP-discuss mailing list >>>>> [email protected] >>>>> http://lists.agrip.org.uk/mailman/listinfo/agrip-discuss >>>>> >>>> _______________________________________________ >>>> AGRIP-discuss mailing list >>>> [email protected] >>>> http://lists.agrip.org.uk/mailman/listinfo/agrip-discuss >>> >>> _______________________________________________ >>> AGRIP-discuss mailing list >>> [email protected] >>> http://lists.agrip.org.uk/mailman/listinfo/agrip-discuss >>> >> _______________________________________________ >> AGRIP-discuss mailing list >> [email protected] >> http://lists.agrip.org.uk/mailman/listinfo/agrip-discuss > > _______________________________________________ > AGRIP-discuss mailing list > [email protected] > http://lists.agrip.org.uk/mailman/listinfo/agrip-discuss > _______________________________________________ AGRIP-discuss mailing list [email protected] http://lists.agrip.org.uk/mailman/listinfo/agrip-discuss
