Bad MoveType & Alternateive To Stuffcmding
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Bad MoveType & Alternateive To Stuffcmding
Hello.
I am trying to change the player model when he has a certain weapon this is what I have:
if (self.weapon == IT_GROWINATOR)
{
setmodel(self,"progs/giant.mdl");
modelindex_player = self.modelindex;
self.movetype = MOVETYPE_WALK;
self.impulse = 0;
}
It gives me an error that says this:
Svphysics: bad movetype
I don't know why it is doing that.
Thank you.
Hello.
I am trying to slow the players turning speed and stuffcmding to cl_yawspeed isn't a good way to do it, is there an easy alternative to it?
Thank you.
I am trying to change the player model when he has a certain weapon this is what I have:
if (self.weapon == IT_GROWINATOR)
{
setmodel(self,"progs/giant.mdl");
modelindex_player = self.modelindex;
self.movetype = MOVETYPE_WALK;
self.impulse = 0;
}
It gives me an error that says this:
Svphysics: bad movetype
I don't know why it is doing that.
Thank you.
Hello.
I am trying to slow the players turning speed and stuffcmding to cl_yawspeed isn't a good way to do it, is there an easy alternative to it?
Thank you.
- Team Xlink
- Posts: 368
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- Location: Michigan
Player models are changed via .modelindex.
Also, you don't need to redeclare MOVETYPE_WALK nor self.impulse after changing a model.
Try something like this at PutClientInServer() (client.qc):
The player's modelindexes are checked by CheckPowerups() (also client.qc), you might also want to take a look at it.
Don't forget to put a (float modelindex_giant) at the bottom of defs.qc.
But the second question I kinda don't know much, though.
Also, you don't need to redeclare MOVETYPE_WALK nor self.impulse after changing a model.
Try something like this at PutClientInServer() (client.qc):
- Code: Select all
setmodel (self, "progs/giant.mdl");
modelindex_giant = self.modelindex;
The player's modelindexes are checked by CheckPowerups() (also client.qc), you might also want to take a look at it.
Don't forget to put a (float modelindex_giant) at the bottom of defs.qc.
But the second question I kinda don't know much, though.
-

Orion - Posts: 476
- Joined: Fri Jan 12, 2007 6:32 pm
- Location: Brazil
We recently had a discussion on slowing the player's turn speed... I forget which thread. Does anyone have the link?
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- Wazat
- Posts: 771
- Joined: Fri Oct 15, 2004 9:50 pm
- Location: Middle 'o the desert, USA
Wazat wrote:We recently had a discussion on slowing the player's turn speed... I forget which thread. Does anyone have the link?
viewtopic.php?t=1874
(Obtained via: this Google query)
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-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
in regular quake, not all entities support movetype_walk, only players do. Are you sure your 'self' is really the player?
- Spike
- Posts: 2892
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As I understand it, your target platform is PSP, correct? For that you'll probably have to stuffcmd to restrict turning speed, as whatever engine you're using probably doesn't have an alternative. Truth is it can be hard with engines which supposedly have alternatives, too. I can only imagine it being possible with CSQC, and I haven't tried it out personally. That is, if you're planning to restrict the mouse aiming speed too, not just the turning speed by keys.
Does the PSP Quake engine you're using use cl_yawspeed for turning? It might base it on some other cvar.
Does the PSP Quake engine you're using use cl_yawspeed for turning? It might base it on some other cvar.
I was once a Quake modder
-

Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
If you're SP-only you can use cvar_set ("cl_yawspeed", "100") from QC and it should work. For MP it won't get from server to client(s) however.
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Well, as discussed in the other thread, if you jump to 3rd person mode (or even stay in 1st person) and use a dummy object as the player, you CAN restrict turn speed very effectively that way (this is how most games do turrets & vehicles, etc).
If you don't want to use a dummy object as the player, a stuffcmd may be the only option. Hopefully that doesn't clobber the player's config if they quit at the wrong time, though!
If you don't want to use a dummy object as the player, a stuffcmd may be the only option. Hopefully that doesn't clobber the player's config if they quit at the wrong time, though!
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
- Wazat
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