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I downloaded the ETQW demo and....
...I'm too busy playing for polls.
0%
...it's awesome.
60%
...it's okay, I expected better.
20%
...I'm lost in the valley, anyone have a map?
0%
...my machine won't run it. :-(
20%
Total votes: 5

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Point

Submitted by Gard on Sat, 2003-11-08 00:29.

Quake 2 Point Entities

    point_combat - One thing that I mentioned earlier but I would like to go over again is the point_combat entity. Point_combats are used just like path_corners. They are not drawn in the map. Point_combat entites are simply points that the monster will walk to before attacking the player. You can have more then one linked. Just give each point_combat a target to the next. Remember though that the monster will not attack until it is finished walking it's point_combats. In the example map I made 2 monster_chicks that when they see the player they take cover behind 2 low lying walls. This effect was achieved using point_combats. By default once the monster reaches the last point_combat it will go after the player like a normal monster. If you set the spawnflag hold on the point_combats then the creatures will hold their position once they reach the last point_combat and attack you from there. One thing I did notice though is if you shoot the monster and hurt it then it will quit following its point_combat and just attack the player.

    There are a couple monster entities that don't act like the others. They are monster_makron and monster_commander_body. monster_makron is a broken entity and shouldn't be used and monster_commander_body is just the dead body of a monster_tank_commander that is just used for decoration.

    I hope that this tutorial opened your eyes to many possibilities you can use the monster_ entities for. I thought that writing this tutorial was the one that I learned the most from out of all of the tutorials and I hope that it helped you as much as it helped me. If you find any errors or something new then please email (note: author doesn't exist anymore) me and let me know.

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