More weapon slots question
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More weapon slots question
How can I program more weapon slots in QuakeC?
That is, if I press '9' I get the 9th weapon, '0' for the 10th etc. Not like in Dissolution, where they appeared if you pressed a second time one of the existing keys (1-8).
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003
That is, if I press '9' I get the 9th weapon, '0' for the 10th etc. Not like in Dissolution, where they appeared if you pressed a second time one of the existing keys (1-8).
________
003
Last edited by asdqwe on Tue Feb 01, 2011 9:41 pm, edited 1 time in total.
- asdqwe
- Posts: 24
- Joined: Sun Apr 05, 2009 1:38 pm
first: break the weapon <-> items mapping.
secondly: add a .items2 field. this replaces runes on your hud. use the right values.
third: lots of programming
fourth: make a new gfx.wad
fifth: moan that the hud doesn't show the extra weapons as selected
sixth: give up and write it with csqc instead, once someone makes a faithful example mod for you to adapt.
for reference, IT_EXTRA_WEAPON is free to use+rename. IT_AXE you always have anyway, change to 0 and reuse this bit. IT_MEGAHEALTH isn't used by the engine so you can nab that one too, but you'll need to make sure the health boxes don't use it any more.
secondly: add a .items2 field. this replaces runes on your hud. use the right values.
third: lots of programming
fourth: make a new gfx.wad
fifth: moan that the hud doesn't show the extra weapons as selected
sixth: give up and write it with csqc instead, once someone makes a faithful example mod for you to adapt.
for reference, IT_EXTRA_WEAPON is free to use+rename. IT_AXE you always have anyway, change to 0 and reuse this bit. IT_MEGAHEALTH isn't used by the engine so you can nab that one too, but you'll need to make sure the health boxes don't use it any more.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
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