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Emulate how console FPS's sprint

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Emulate how console FPS's sprint

Postby Teiman » Thu Jan 14, 2010 1:55 pm

Some consoley FPS's like Borderlands have some interesting beavior.

You can run (sprint) and you run faster, but you can't shot. If you shot, you move slower (walk?).

I see that quake seems to support 2 speeds: theres a running, and a walking. And seems you can use shift to ....walk.

I want to change these speeds. Make walk as fast currently work run, and add a "run" (sprint) where you press "shift" to run even faster than our normal run.

I remenber theres a option for "Always run" in quake that probably sould be set to "no", then make the speed way faster, and make the speed of "walk" = the current speed for run.

Can this made just with cvars?
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Postby mh » Thu Jan 14, 2010 2:06 pm

"Always run" just modifies the value of cl_forwardspeed from 200 to 400, so it seems eminently doable. The not being able to shoot part could likely be handled by inspecting the value of cl_forwardspeed and disabling firing impulses if it's higher than a certain value (or dropping cl_forwardspeed back to the low value if a firing impulse is used).
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Postby Teiman » Thu Jan 14, 2010 4:00 pm

mh wrote:"Always run" just modifies the value of cl_forwardspeed from 200 to 400, so it seems eminently doable. The not being able to shoot part could likely be handled by inspecting the value of cl_forwardspeed and disabling firing impulses if it's higher than a certain value (or dropping cl_forwardspeed back to the low value if a firing impulse is used).


Thanks MH. I will look into it.

While It make's FPS more lame, it also may helps then feel more real. This + a holding/unholding animation will do it.
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