help change starting weapons
Moderator: InsideQC Admins
7 posts
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help change starting weapons
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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Hazematman - Posts: 54
- Joined: Thu Jul 15, 2010 1:58 am
- Location: Canada
- 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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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: help change starting weapons
Hazematman wrote:which quake C file
client.qc
answered!
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
You need to modify this stuff in Client.qc
To add weapons to start with, in parm1, Do this:
| means or. So you can cycle between any of the weapons you add. Still learning myself
- 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
-

Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
Re: help change starting weapons
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?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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