Forum

Tutorial Requests

Discuss anything not covered by any of the other categories.

Moderator: InsideQC Admins

Postby xaGe » Mon Jul 16, 2007 2:55 am

Well you would be the one to ax..:roll:


RenegadeC wrote:I'm surprised nobody has said camera angles and fake dummy players
User avatar
xaGe
 
Posts: 461
Joined: Wed Mar 01, 2006 8:29 am
Location: Upstate, New York

Postby leileilol » Mon Jul 16, 2007 5:05 am

making an engine side sv_pure in qw helps weed down the dummy players
leileilol
 
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Postby shadowtails » Mon Jul 16, 2007 6:07 pm

dodging like ut
shadowtails
 
Posts: 11
Joined: Sun Jul 30, 2006 7:16 am

Postby RenegadeC » Mon Jul 16, 2007 7:39 pm

xaGe wrote:Well you would be the one to ax..:roll:


RenegadeC wrote:I'm surprised nobody has said camera angles and fake dummy players


Yeah but I'm not the one who needs tutorials on it, hence my statement stands
User avatar
RenegadeC
 
Posts: 391
Joined: Fri Oct 15, 2004 10:19 pm
Location: The freezing hell; Canada

Postby redrum » Tue Sep 04, 2007 7:21 pm

What about a tutorial where you run slower and/or don't jump as high as you acquire weapons/ammo/armor?
Welcome to the Overlook Hotel: The-Overlook-Hotel.game-server.cc
User avatar
redrum
 
Posts: 410
Joined: Wed Mar 28, 2007 11:35 pm
Location: Long Island, New York

Postby scar3crow » Tue Sep 04, 2007 9:35 pm

Well, I guess you could always just do a check for a weight value attributed to the player during the moments in code where they jump or run to determine how much push they actually have.

Also have the inventory code update the weight value, so if you fire 50 nails or 25 shells it lowers, if you perform the touch function for a rocket launcher it raises. Just due to the nature of Quake .weight would never lower aside from weapon fire.
User avatar
scar3crow
InsideQC Staff
 
Posts: 1054
Joined: Tue Jan 18, 2005 8:54 pm
Location: Alabama

Postby LordHavoc » Tue Sep 04, 2007 9:44 pm

scar3crow wrote:Just due to the nature of Quake .weight would never lower aside from weapon fire.


In the "Realism" mod I played on a few servers back in 1998, rockets were the only thing counted in weight, you moved slower and slower if you had more than 10 rockets, and could hardly move if you had over 50, it had an impulse to drop 5 rockets, people would spam this to lay out a wall of backpacks blocking some hallways, so that anyone who dared walk through the wall would be an easy target (and would probably be frantically trying to drop them).

Keep in mind that items have an enlarged pickup box, so it was easy to block most hallways with just 3 backpacks, causing people to pick up 1 or 2 of them if they attempted to cross, a few more packs scattered in the hallway turned it into an outright gauntlet of death.

The gameplay began to focus on not carrying too many rockets (15 was about the most anyone dared carry), they were a plague :)

Also occasionally weapons would jam and become unusable, causing the weapon to be discarded - or in the case of the rocket launcher, it would usually explode, killing everyone in sight (akin to TF detpack), which sometimes led to an actual increase in frags for the victim of the jam.
LordHavoc
 
Posts: 322
Joined: Fri Nov 05, 2004 3:12 am
Location: western Oregon, USA

Postby Sajt » Tue Sep 04, 2007 11:05 pm

That sounds awesome :) It would be good Total Farce material if you ask me.
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
Sajt
 
Posts: 1215
Joined: Sat Oct 16, 2004 3:39 am

Postby redrum » Wed Sep 05, 2007 2:45 am

Do I smell a tutorial?
Welcome to the Overlook Hotel: The-Overlook-Hotel.game-server.cc
User avatar
redrum
 
Posts: 410
Joined: Wed Mar 28, 2007 11:35 pm
Location: Long Island, New York

Postby Boss429 » Wed Sep 05, 2007 4:56 am

you could try binding a button so that you'll only pick stuff up when the key is pressed down. (I think I tried to code this once myself and couldn't figure it out)
Boss429
 
Posts: 39
Joined: Sun Dec 03, 2006 7:29 pm

Postby Dr. Shadowborg » Wed Sep 05, 2007 4:39 pm

Boss429 wrote:you could try binding a button so that you'll only pick stuff up when the key is pressed down. (I think I tried to code this once myself and couldn't figure it out)


That's easy as long as you know how to use aliases and stick a couple of impulse checks (to set a pickup variable) in playerprethink and playerpostthink. (don't forget to reset pickup variable to zero in player.qc's death function) Once you do that, just modify the items in items.qc to check and see if said pickup variable is set and if not, exit the touch function.
User avatar
Dr. Shadowborg
InsideQC Staff
 
Posts: 1110
Joined: Sat Oct 16, 2004 3:34 pm

Postby LordHavoc » Fri Sep 07, 2007 5:30 am

Dr. Shadowborg wrote:That's easy as long as you know how to use aliases and stick a couple of impulse checks (to set a pickup variable) in playerprethink and playerpostthink. (don't forget to reset pickup variable to zero in player.qc's death function) Once you do that, just modify the items in items.qc to check and see if said pickup variable is set and if not, exit the touch function.


Easier in engines supporting DP_INPUTBUTTONS where other.button8 or similar can be checked in the item's touch function...

There's also a .buttonuse in the DP_BUTTONUSE extension, triggered by the +use command.
LordHavoc
 
Posts: 322
Joined: Fri Nov 05, 2004 3:12 am
Location: western Oregon, USA

Postby Spike » Fri Sep 07, 2007 8:52 am

LordHavoc wrote:Easier in engines supporting DP_INPUTBUTTONS where other.button8 or similar can be checked in the item's touch function...

There's also a .buttonuse in the DP_BUTTONUSE extension, triggered by the +use command.

Sure, but its more fun to do:
alias +crouch "impulse 22"
alias -crouch "impulse 22"
like hexen2 does in a config file
Use a new button bit in your own custom engine? NAH! just create a new impulse! that way the NQ-based protocols can loose it randomly leaving you permanently crouched.
In an ideal world, they would have used seperate imulse values.
But this just goes to show how hard-core they are.
Spike
 
Posts: 2892
Joined: Fri Nov 05, 2004 3:12 am
Location: UK

Postby Electro » Fri Sep 07, 2007 9:25 am

easy fix!... if that happens just keep spamming your crouch key until you lose data again and you can be able to stand up again
Benjamin Darling
http://www.bendarling.net/

Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
Electro
 
Posts: 312
Joined: Wed Dec 29, 2004 11:25 pm
Location: Brisbane, Australia

Postby Dr. Shadowborg » Fri Sep 07, 2007 4:16 pm

LordHavoc wrote:Easier in engines supporting DP_INPUTBUTTONS where other.button8 or similar can be checked in the item's touch function...

There's also a .buttonuse in the DP_BUTTONUSE extension, triggered by the +use command.


The idea behind my suggestion was so that it would work in any engine, not just DP or any other custom engine.

Spike wrote:Sure, but its more fun to do:
alias +crouch "impulse 22"
alias -crouch "impulse 22"
like hexen2 does in a config file
Use a new button bit in your own custom engine? NAH! just create a new impulse! that way the NQ-based protocols can loose it randomly leaving you permanently crouched.
In an ideal world, they would have used seperate imulse values.
But this just goes to show how hard-core they are.


Hence why I've always used separate impulses when I needed to do secondary and trifire controls in Hellsmash.

Which is why I said a COUPLE of impulse checks in playerprethink and playerpostthink. One for turning it on and one for turning it off.

Since I never play online multiplayer this method is more than adequate for single player. :wink:
User avatar
Dr. Shadowborg
InsideQC Staff
 
Posts: 1110
Joined: Sat Oct 16, 2004 3:34 pm

PreviousNext

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 1 guest