Needs help about dodging qc
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Needs help about dodging qc
Hello evyrybody.
Can anybody help me how can i make dodging like UT for Q1 please?
I have this code
void() PlayerDodgingLeft =
{
local vector start, end;
if (self.flags & FL_WATERJUMP)
return;
if (self.waterlevel >= 2)
{
if (self.watertype == CONTENT_WATER)
self.velocity_z = 100;
else if (self.watertype == CONTENT_SLIME)
self.velocity_z = 80;
else
self.velocity_z = 50;
// play swiming sound
if (self.swim_flag < time)
{
self.swim_flag = time + 1;
if (random() < 0.5)
sound (self, CHAN_BODY, "misc/water1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_BODY, "misc/water2.wav", 1, ATTN_NORM);
}
return;
}
if (!(self.flags & FL_ONGROUND))
return;
if ( !(self.flags & FL_JUMPRELEASED) )
return; // don't pogo stick
self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
self.flags = self.flags - FL_ONGROUND; // don't stairwalk
self.button2 + self.button2 = self.button2 + self.button2;
// player jumping sound
sound (self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM);
self.velocity_z = self.velocity_z + 170;
self.velocity_y = self.velocity_y + 450;
};
and it works but i don not known how can i make twice button like in UT.
Can anybody help and post instruction how can i make it please?
Can anybody help me how can i make dodging like UT for Q1 please?
I have this code
void() PlayerDodgingLeft =
{
local vector start, end;
if (self.flags & FL_WATERJUMP)
return;
if (self.waterlevel >= 2)
{
if (self.watertype == CONTENT_WATER)
self.velocity_z = 100;
else if (self.watertype == CONTENT_SLIME)
self.velocity_z = 80;
else
self.velocity_z = 50;
// play swiming sound
if (self.swim_flag < time)
{
self.swim_flag = time + 1;
if (random() < 0.5)
sound (self, CHAN_BODY, "misc/water1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_BODY, "misc/water2.wav", 1, ATTN_NORM);
}
return;
}
if (!(self.flags & FL_ONGROUND))
return;
if ( !(self.flags & FL_JUMPRELEASED) )
return; // don't pogo stick
self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
self.flags = self.flags - FL_ONGROUND; // don't stairwalk
self.button2 + self.button2 = self.button2 + self.button2;
// player jumping sound
sound (self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM);
self.velocity_z = self.velocity_z + 170;
self.velocity_y = self.velocity_y + 450;
};
and it works but i don not known how can i make twice button like in UT.
Can anybody help and post instruction how can i make it please?
- shadowtails
- Posts: 11
- Joined: Sun Jul 30, 2006 7:16 am
Twice button = double-tap?
It's tricky, since standard Quake engines handle player movement independently of QuakeC, so you can't easily read cursor/WASD presses. Last time I needed something like this, I completely hi-jacked the player's velocity and derived the key presses from that, but that was for an overhead camera, not an FPS game.
Personally, I'd recommend adding a completely new dodge key, much like the existing jump key. You could then compare the player's velocity from the previous frame with the current frame to see which direction he wants to dodge in.
Although, really, I only say this because I never liked having to double-tap to dodge!
It's tricky, since standard Quake engines handle player movement independently of QuakeC, so you can't easily read cursor/WASD presses. Last time I needed something like this, I completely hi-jacked the player's velocity and derived the key presses from that, but that was for an overhead camera, not an FPS game.
Personally, I'd recommend adding a completely new dodge key, much like the existing jump key. You could then compare the player's velocity from the previous frame with the current frame to see which direction he wants to dodge in.
Although, really, I only say this because I never liked having to double-tap to dodge!
-

Quake Matt - Posts: 129
- Joined: Sun Jun 05, 2005 9:59 pm
Its not a typical dodge, in the Unreal games double tapping a directional indicator causes you to lunge a short distance in that direction, more horizontal than vertical in its movement and very sudden. It is put to quite a bit of use in UT2k3 as you can use it in conjunction with wall jumps to move about in an interesting fashion.
Be kinda neat to see it in Quake perhaps.
Be kinda neat to see it in Quake perhaps.
-

scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
I agree with QuakeMatt. I've never gotten used to dodging in the unreal games - it's always ended up killing me (e.g.when doing some keypresses to finely adjust my position on a ledge) rather than me actually using it when I need to dodge. Having new buttons for dodge (e.g. Q and E) sounds like a much better idea.
And scar3crow, I've never figured out walljumping in UT2k4. I think I've accidetnally done it once (out of a *lot* of playing), but I don't know how to do it deliberately.
And scar3crow, I've never figured out walljumping in UT2k4. I think I've accidetnally done it once (out of a *lot* of playing), but I don't know how to do it deliberately.
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
Oh yeah it can screw one up, just look at Peak Monastery in UT. Im fine with it being separate keys as well.
Walljumping in UT2k3 is easy once you get used to it. Im not an acrobat like some people are by any means, but you can get around a lot easier - especially in conjunction with jumping at the apex of a plat lift (Ive launched myself off of the tips of trees across maps before with it). Basically double jump at a wall and Dodge Jump away from it, if youre close enough the game will consider the wall a valid "floor" from which to dodge.
Walljumping in UT2k3 is easy once you get used to it. Im not an acrobat like some people are by any means, but you can get around a lot easier - especially in conjunction with jumping at the apex of a plat lift (Ive launched myself off of the tips of trees across maps before with it). Basically double jump at a wall and Dodge Jump away from it, if youre close enough the game will consider the wall a valid "floor" from which to dodge.
-

scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
Oh yeah it can screw one up, just look at Peak Monastery in UT.
Yeah, that was a killer! Fortunately, it always reminded me to go into the options and turn dodge off if I hadn't already!
On the subject of wall-jumping, has anyone tried adding it to Quake? I did in a mod a few years ago, which basically just threw out some tracelines whenever you pressed jump while in the air. If one of them found a wall, it'd bounce you away at the appropriate angle.
-

Quake Matt - Posts: 129
- Joined: Sun Jun 05, 2005 9:59 pm
dodging is useless... therefore I disabled it.
lava (acid whatever), never-ending pits, and far falls make me hate it.
lava (acid whatever), never-ending pits, and far falls make me hate it.
-

Error - InsideQC Staff
- Posts: 865
- Joined: Fri Nov 05, 2004 5:15 am
- Location: VA, USA
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