Newsgroups: rec.games.computer.quake.editing
Path: clanworld.com!news.webspan.net!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!ais.net!uunet!in4.uu.net!world!dodo
From: dodo@world.std.com (Dean ODonnell)
Subject: Re: Custom Monsters in Quake1
Message-ID: <EpIKBw.MF@world.std.com>
Organization: The World Public Access UNIX, Brookline, MA
References: <6duj45$2p2$1@nnrp1.dejanews.com>
Date: Sun, 8 Mar 1998 18:50:20 GMT
Lines: 25
Xref: clanworld.com rec.games.computer.quake.editing:13695

In article <6duj45$2p2$1@nnrp1.dejanews.com>,
 <ct005@freenet.carleton.ca> wrote:
>I know everybody is interested in Quake2 at the moment, but isn't there
>*anybody* out there that can help me?
>
>I've created a trial monster for Quake1, mostly to see if I can actually do it
>on my own. Guess not. When I insert it into a level, Quake gives me a rather
>mysterious error message:
>
>no spawn function for
>classname    monster_bat
>
>monster_bat *is* my monster, and I was imitating the code for the wizard for
>the main monster_<whatever> function.
>
>I have no idea what's wrong.

Do you have an entry for it in the progs.src file?  This lists all the .qc
files that will be compiled in your progs.dat when you compile your QuakeC.
So if your monster is in bat.qc, you need to put that in the list in the
progs.src file.

Hope that helps.

Dean
