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Tutorial Markup?

Postby Baker » Thu Oct 04, 2007 12:10 pm

I want to submit a tutorial for some vote-map code written by Bam and want the markup to look similar to the below. Can I put HTML in it? I see <h3> tags being recommended for the headings?

It took a few hours to write this up the first time and I'd really prefer the yellow text as seen below to survive for clarity.

Any ideas?

The tutorial looks like this:

Instructions

Really the highlighted yellow code are the only changes, the whole function is shown for each change just to keep it obvious what is changing and make it clear.

1. Add bindings.qc and vote.qc to your QuakeC source folder.

Download: bindings.qc
Download: vote.qc


You will need to edit vote.qc if the mod or the server you intend to use this on is running something other than the standard Quake maps. The changes necessary are pretty obvious.


Just keep in mind that you will need to change line 241 to expand/contract the impulse range if the number of voteable maps change:

Line 241 of vote.qc will need changed if voteable maps are customized

if (self.impulse >= 1 && self.impulse <= 38 )


2. In progs.src, you need to add vote.qc and bindings.qc

Add highlighted lines to your progs.src

../progs.dat

defs.qc
settings.qc // Add if this does not exist
func.qc
subs.qc
fight.qc
ai.qc
combat.qc
items.qc
vote.qc // Must be before weapons.qc
weapons.qc
world.qc
bindings.qc // Must be before client.qc
client.qc
player.qc
monsters.qc
doors.qc
buttons.qc
triggers.qc
plats.qc
misc.qc


3. Add this to the end of defs.qc

These are new variables and constants to support the vote-map functionality.

Add to end of defs.qc

//BAM ADD
.float pflag, vflag;
.float vdelay, vcount;
.float primary_impulse_hack;
string request_mapname;

//==============
// client.pflag
//==============
// client.pflag is used for random things to remember
// about a player, and its value is saved across levels

float POQ_NEW_CLIENT = 1;
float POQ_BINDINGS_SENT = 2;
float POQ_VOTE_IDENTIFY = 4;

//==============
// client.vflag
//==============
// client.vflag is used for voting

float POQ_VOTE_YES = 1;
float POQ_VOTE_NO = 2;


4. Create or add this to settings.qc

Adjust the impulses as appropriate for your mod. Your mod might already use these impulses or may prefer to change them. Impulses can be from 1 to 255, but generally the lower impulses are for weapons and such.

Add to end of settings.qc, if settings.qc does not exist then create it.

float VOTE_PRIMARY_IMPULSE = 97;
float VOTE_YES_IMPULSE = 98;
float VOTE_NO_IMPULSE = 99;
float VOTE_PRINT_DELAY = 10;
float VOTE_PRINT_COUNT = 5;


5. Add this to the end of func.qc

To support the new functions.

Add to end of func.qc

//BAM ADD
void () vote_init_consider;
void () vote_aliases;
void (string s, void () func) vote_init;
void (float print) vote_print;
void (string mode_name, void () func) vote_spawn;


6. Open Weapons.qc and modify as follows

a. Find void() ImpulseCommands and highlighted text to an appropriate place in the if statements block.

Add highlighted lines to ImpulseCommands in weapons.qc

void() ImpulseCommands =
{

if (self.impulse >= 1 && self.impulse <= 8 )
W_ChangeWeapon ();

if (self.impulse == 9)
CheatCommand ();
if (self.impulse == 10)
CycleWeaponCommand ();
if (self.impulse == 11)
ServerflagsCommand ();
if (self.impulse == 12)
CycleWeaponReverseCommand ();
if (self.impulse == VOTE_YES_IMPULSE || self.impulse == VOTE_NO_IMPULSE)
vote_impulse ();
if (self.impulse == VOTE_PRIMARY_IMPULSE)
{
self.pflag = self.pflag | POQ_VOTE_IDENTIFY;
self.primary_impulse_hack = time + 0.3;
return;
}


if (self.impulse == 255)
QuadCheat ();

self.impulse = 0;
};


b. Find void() W_WeaponFrame and insert highlighted text.

This is where the impulses that control map voting are checked.

Add Highlighted code as follows to W_WeaponFrame in weapons.qc

void() W_WeaponFrame =
{
if (time < self.attack_finished)
return;

if (self.impulse)
{
//BAM: Primary/Secondary vote impulse handling
if (!self.pflag & POQ_VOTE_IDENTIFY)
ImpulseCommands ();
else
{
// BAM: If a player uses the primary impulse
// (impulse <VOTE_PRIMARY_IMPULSE>) it goes into an endless loop.
if (self.primary_impulse_hack < time)
{
self.pflag = self.pflag - (self.pflag & POQ_VOTE_IDENTIFY);
self.impulse = 0;
}
else
vote_init_consider ();
}
}


// check for attack
if (self.button0)
{
SuperDamageSound ();
W_Attack ();
}
};


7. Finally open client.qc for the following adjustments

You may need to adjust this for some mods. This is where is bindings are sent to the client.

The process works like this: a client connects and it will need the vote aliases sent to it and .pflag is keeps track of whether or not the aliases have been sent yet or not. This needs to preserve across map changes because clients only need the aliases sent once.

If a client connects, it automatically needs them. If a client disconnects, this must be reset and the voting state of the client needs reset as well (.vflag).

Near the top, preferably right before void() SetChangeParms add this function in client.qc

void ()
SetNewParms2 =
{
parm1 = IT_SHOTGUN | IT_AXE;
parm2 = 100;
parm3 = 0;
parm4 = 25;
parm5 = 0;
parm6 = 0;
parm7 = 0;
parm8 = 1;
parm9 = 0;
parm10 = self.pflag;
};


Now in SetChangeParms, add the highlighted code

void ()
SetChangeParms =
{
if (self.health <= 0)
{
SetNewParms2 ();
return;
}

//remove items
self.items = self.items - (self.items &
(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) );

//cap super health
if (self.health > 100)
self.health = 100;
if (self.health < 50)
self.health = 50;
parm1 = self.items;
parm2 = self.health;
parm3 = self.armorvalue;
if (self.ammo_shells < 25)
parm4 = 25;
else
parm4 = self.ammo_shells;
parm5 = self.ammo_nails;
parm6 = self.ammo_rockets;
parm7 = self.ammo_cells;
parm8 = self.weapon;
parm9 = self.armortype * 100;
parm10 = self.pflag;
};


Add this single highlighted line to SetNewParms in client.qc

void ()
SetNewParms =
{
parm1 = IT_SHOTGUN | IT_AXE;
parm2 = 100;
parm3 = 0;
parm4 = 25;
parm5 = 0;
parm6 = 0;
parm7 = 0;
parm8 = 1;
parm9 = 0;
parm10 = POQ_NEW_CLIENT; // New client! They will need aliases sent!
};


Add/change highlighted lines in DecodeLevelParms in client.qc

void ()
DecodeLevelParms =
{
if (serverflags)
{
if (world.model == "maps/start.bsp")
SetNewParms2 (); // This WAS SetNewParms(); but we are changing!
}

self.items = parm1;
self.health = parm2;
self.armorvalue = parm3;
self.ammo_shells = parm4;
self.ammo_nails = parm5;
self.ammo_rockets = parm6;
self.ammo_cells = parm7;
self.weapon = parm8;
self.armortype = parm9 * 0.01;
self.pflag = parm10; // Need to preserve state of whether aliases have been sent
};


Change highlighted line in respawn in client.qc

void ()
respawn =
{
if (coop)
{
// make a copy of the dead body for appearances sake
CopyToBodyQue (self);
// get the spawn parms as they were at level start
setspawnparms (self);
// respawn
PutClientInServer ();
}
else if (deathmatch)
{
// make a copy of the dead body for appearances sake
CopyToBodyQue (self);
// set default spawn parms
SetNewParms2 (); // Was SetNewParms();
// respawn
PutClientInServer ();
}
else
{ // restart the entire server
localcmd ("restart\n");
}
};


Change code in ClientConnect in client.qc to mirror this

void ()
ClientConnect =
{
// a client connecting during an intermission can cause problems
if (intermission_running)
ExitIntermission ();

if (parm10 & POQ_NEW_CLIENT) // this is a new client
{
[color=#ff3333]bprint (self.netname); // Note these 2 lines have been moved
bprint (" entered the game\n"); // to below the intermission check to ensure aliases are sent


player_bindings_begin (); // send aliases
parm10 = parm10 - POQ_NEW_CLIENT;
}
[/color]
};


Finally ...

Add to end of ClientDisconnect in client.qc

void ()
ClientDisconnect =
{
if (gameover)
return;
// if the level end trigger has been activated, just return
// since they aren't *really* leaving

// let everyone else know
bprint (self.netname);
bprint (" left the game with ");
bprint (ftos(self.frags));
bprint (" frags\n");
sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE);
set_suicide_frame ();
self.pflag = 0; // Reset "alias sent" status
self.vflag = 0; // Reset voting state (yes/no) status

};
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Postby Error » Fri Oct 05, 2007 6:06 am

you know we have a tutorial submission thing on the front page right?

thanks for your contribution
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Postby Baker » Fri Oct 05, 2007 7:12 am

Error wrote:you know we have a tutorial submission thing on the front page right?

thanks for your contribution


Ah, maybe I didn't phrase what I need very clearly.

I know about the tutorial submission form, my question is if the tutorial submission form accepts HTML so I can colorize the text within the [ code ] blocks or if there is a way to do that.
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Postby Sajt » Fri Oct 05, 2007 4:14 pm

(Your initial phrasing was pretty clear to 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.
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Postby Error » Fri Oct 05, 2007 8:22 pm

i do believe it does
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