Emulate how console FPS's sprint
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Emulate how console FPS's sprint
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?
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?
- Teiman
- Posts: 309
- Joined: Sun Jun 03, 2007 9:39 am
"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).
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
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.
- Teiman
- Posts: 309
- Joined: Sun Jun 03, 2007 9:39 am
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