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
>>>>>>>>>>
>>>>>>>>> _______________________________________________
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