Comments (6)
I can bump flags count easily, only concern is performance, would be nice to test it, while doing.
unused flags
i think this exists, tried to check existing .defs?
/*QUAKED ambient_custom_sound (0.5 0.1 0.8) (-16 -16 -8) (16 16 8) x PLAYONCE TRIGGER x x x STARTOFF x
hackflags
what are they exactly?
FGD files, apparently, using them in NetRadiant makes it impossible to see spawnflags
were def visible, while i was fixing Q2r fgds for you.
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i think this exists, tried to check existing .defs?
/*QUAKED ambient_custom_sound (0.5 0.1 0.8) (-16 -16 -8) (16 16 8) x PLAYONCE TRIGGER x x x STARTOFF x
I know about this, it just shows x in the place of the flag but doesn't hide it. I decided to use dots for now because they're smaller.
Hackflags are like regular spawnflags, the key is named hackflags and can be set like this:
For monsters:
HACKFLAG_ATTACK_PLAYER = 1 //causes monsters to be mad at the player regardless of circumstance
HACKFLAG_END_CUTSCENE = 4 //changes their behavior for the end cutscene
For target_camera:
HACKFLAG_TELEPORT_OUT = 2 //effect of teleport used on player model
HACKFLAG_SKIPPABLE = 64 //allow skipping camera sequence but only after 2 seconds
HACKFLAG_END_OF_UNIT = 128 //shows unit total kills, secrets
were def visible, while i was fixing Q2r fgds for you.
Yes, I checked it, it was mostly fine, except for the missing spawnflags in the UI. And about the game profile, it has these lines:
entityclass="halflife" - applies the use of FGD, right? Because changing it to quake2 crashes the editor.
entityclasstype="fgd"
entities="quake3" - changing this to quake2 also crashes the editor.
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x x x
ic, it's .ent not having the issue, must be possible for .def too
fgd flags
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How strange. Can you share your whatever.game file?
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\gamepacks\games\hl.game
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Ok, I see the reason. This doesn't work in the stable release, but works in the dev build, which I used only for testing.
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