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  • ...mostly for snapping item and monsters to the ground at map start, but this function shouldn't be called within the initializer functions themselves. Not all en '''Warning:''' The function assumes that self is the current entity trying to snap to the floor.
    919 bytes (135 words) - 12:13, 1 August 2023
  • // This function toggles a light on and off [[Category:QuakeC Function]]
    1 KB (193 words) - 12:32, 1 August 2023
  • Attempts to move an entity towards its '''goalentity''' field. This function only supports movement in 8 directions (North, Northeast, East, Southeast, '''Warning:''' The function assumes that '''self''' is the current entity trying to move.
    1 KB (184 words) - 17:14, 1 August 2023
  • [[Category:QuakeC Function]]
    1 KB (171 words) - 18:02, 1 August 2023
  • == QuakeC == FTEQW has very advanced client-side QuakeC support and also comes with it's own set of qc_extensions for various featu
    13 KB (2,070 words) - 06:47, 13 September 2023
  • '''The QuakeC side''' ...enabled crate (as an example) in your game, you will need to write a spawn function as for any other mapper-placed object. You will need a model of a crate, or
    7 KB (1,201 words) - 20:14, 2 November 2017
  • This little document is a little primer on Client Side QuakeC (CSQC) for people that have no understanding of it. The reader is expected to have an understanding of Server Side QuakeC (SSQC) basics (entities, globals, functions, prototypes, fields, etc).
    48 KB (7,842 words) - 17:21, 3 November 2017
  • Open up world.qc. Scroll down near the bottom until you find the function InitBodyQue. It looks like this: Simply replace that function with this new one:
    4 KB (667 words) - 23:02, 26 March 2018
  • ...at any time. Much like fields, they're broken down into system globals and QuakeC globals. Valid global data types include <code>string</code>, <code>vector< ...em globals must always be declared in the order defined within the vanilla QuakeC files as they are linked by memory offsets internally. Changing the order w
    11 KB (1,743 words) - 11:13, 2 August 2023
  • ...</code>, <code>vector</code>, <code>float</code>, and <code>entity</code>. Function pointers are also allowed by specifying the return type and any parameters ...functionPointer = MyFunction;</code>. It can then be called like any other function by invoking the pointer.
    21 KB (3,261 words) - 11:05, 2 August 2023
  • // If there's something at the given location, this function won't place the entity there [[Category:QuakeC Function]]
    910 bytes (124 words) - 13:01, 1 August 2023
  • [[Category:QuakeC Function]]
    407 bytes (56 words) - 17:43, 1 August 2023
  • [[Category:QuakeC Function]]
    1 KB (202 words) - 17:52, 1 August 2023
  • // Precache a model in the monster's initialization function [[Category:QuakeC Function]]
    595 bytes (80 words) - 19:46, 1 August 2023
  • // Precache a sound in the monster's initialization function for use later [[Category:QuakeC Function]]
    580 bytes (75 words) - 19:48, 1 August 2023
  • ...ng an existing monster, but instead on creating a completely new one. Only QuakeC will be covered and not the limitations of modeling, texturing, audio, etc. ...code will follow a more C-like standard as a result instead of the default QuakeC.
    17 KB (2,767 words) - 16:19, 2 August 2023
  • This page is meant to act as a general guide for best practices to QuakeC and is not fully comprehensive. This guide will assume the latest version o One problem QuakeC has is often relying on changing the '''self''' pointer to execute certain
    12 KB (1,990 words) - 19:54, 2 August 2023

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