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help change starting weapons

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help change starting weapons

Postby Hazematman » Thu Jul 15, 2010 6:04 pm

Hey just a quick question, which quake C file contains the code that tells you which weapons to start with, or is that coded into the engine?
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Postby ceriux » Thu Jul 15, 2010 6:10 pm

Code: Select all
oid() SetChangeParms =
{
   if (self.health <= 0)
   {
      SetNewParms ();
      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;
};

void() SetNewParms =
{
   parm1 = IT_SHOTGUN | IT_AXE;
   parm2 = 100;
   parm3 = 0;
   parm4 = 25;
   parm5 = 0;
   parm6 = 0;
   parm7 = 0;
   parm8 = 1;
   parm9 = 0;
};

void() DecodeLevelParms =
{
   if (serverflags)
   {
      if (world.model == "maps/start.bsp")
         SetNewParms ();      // take away all stuff on starting new episode
   }
   
   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;
};
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Re: help change starting weapons

Postby leileilol » Thu Jul 15, 2010 6:18 pm

Hazematman wrote:which quake C file


client.qc

answered!
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Postby Hazematman » Thu Jul 15, 2010 6:19 pm

Ok much appreciated for telling me the file. thanks!
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Postby Mexicouger » Thu Jul 15, 2010 10:58 pm

You need to modify this stuff in Client.qc

Code: Select all
void() SetNewParms =
{
   parm1 = IT_SHOTGUN;    // Modify this little piece to             whatever weapon you want
   parm2 = 99;
   parm3 = 0;
   parm4 = 100;
   parm5 = 1;
   parm6 = 0;
   parm7 = 0;
   parm8 = 1;  //This is the actual weapon you start with. 1= IT_SHOTGUN
   parm9 = 0;
   parm10 = 0;
};


To add weapons to start with, in parm1, Do this:

Code: Select all
parm1 = IT_SHOTGUN | IT_AXE | IT_ROCKET_LAUNCHER;


| means or. So you can cycle between any of the weapons you add. Still learning myself :?
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Re: help change starting weapons

Postby Baker » Fri Jul 16, 2010 12:53 am

Hazematman wrote:Hey just a quick question, which quake C file contains the code that tells you which weapons to start with, or is that coded into the engine?


Hazematman ...

Could you post these questions in the QuakeC section in the future?

Because you aren't posting a tutorial and they really don't go here.

I know you are new, it's no big deal. But still this section is for posting tutorials.
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby Hazematman » Fri Jul 16, 2010 12:55 am

Ok, I did not know that il post my next question in that section. thanks for telling me.
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