Great Drunk or Disoriented Effect!
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Jukki wrote:Is there similiar like this but it would only effect weaponmodel?
I don't think so, as i said - modify the code, its easy as writing a forum post. Telejano made it gunmodel only, check it out.
btw im always having fun with Baker, we are like homies.
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Ranger366 - Posts: 203
- Joined: Thu Mar 18, 2010 5:51 pm
Chrispy wrote:Nice discovery by the way.
I've done similar and editted the code so only the weapon sway works. But I've no idea how to only enable it when the player's running... right now it just plays when the player is idle.
For me, v_idescale is active all the time - even if you move.
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Ranger366 - Posts: 203
- Joined: Thu Mar 18, 2010 5:51 pm
Ranger366 wrote:Chrispy wrote:Nice discovery by the way.
I've done similar and editted the code so only the weapon sway works. But I've no idea how to only enable it when the player's running... right now it just plays when the player is idle.
For me, v_idescale is active all the time - even if you move.
That's true when you just use v_idlescale by itself, but I recall when I was editting the code (to make it so that only the weapon sways and not the player view), it didn't work while running. So it's something I need to try and fix.
- Chrispy
- Posts: 15
- Joined: Fri Feb 25, 2011 3:39 am
MauveBib wrote:Ranger366 wrote:I should ask what you did when you were 15.
That's about the age I started QC coding.
Interesting, im impressed by the work you've done.
i also can do alot other things, i still dont know which of my skills will get enhanced in the future - i hope the Quake modding communty see's the potencial in me.
Haha i sound like a retard now
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Ranger366 - Posts: 203
- Joined: Thu Mar 18, 2010 5:51 pm
Chrispy wrote:Nice discovery by the way.
I've done similar and editted the code so only the weapon sway works. But I've no idea how to only enable it when the player's running... right now it just plays when the player is idle.
Plz could u post the code to make it do this?
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behind_you - Posts: 237
- Joined: Sat Feb 05, 2011 6:57 am
- Location: Tripoli, Libya
behind_you wrote:Chrispy wrote:Nice discovery by the way.
I've done similar and editted the code so only the weapon sway works. But I've no idea how to only enable it when the player's running... right now it just plays when the player is idle.
Plz could u post the code to make it do this?
I wouldn't exactly consider this to be good code editting but what I did was go into view.c, and found this (around lines 753-755):
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cl.viewent.angles[ROLL] -= v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
cl.viewent.angles[PITCH] -= v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
cl.viewent.angles[YAW] -= v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
Replace the "v_idlescale.value" with some number... e.g. 45 or 90.
So it looks like:
- Code: Select all
cl.viewent.angles[ROLL] -= 45 * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
cl.viewent.angles[PITCH] -= 45 * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
cl.viewent.angles[YAW] -= 45 * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
However, as I said, this probably doesn't work when you're running, only when you're idle. And the way I've done it is kinda hacky... e.g. it would be better to make a cvar which only enables gun sway.
- Chrispy
- Posts: 15
- Joined: Fri Feb 25, 2011 3:39 am
25 posts
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