Please help me with my Qung Fu mod.
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18 posts
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Re: Please help me with my Qung Fu mod.
Yes, because its not a standard legacy quake float in the original progs.dat and that means you need to define it in defs.qc or another file located in a higher priority order than the file you would be using that float from.
To make it simpler use .lip instead of .sjumpz and it ought to compile fine.
Sounds like you need some formal education on progs.src and meanings of compile errors and proper qc syntax.
This file has been pretty handy to keep on your desktop:
ftp://ftp.clan-rum.org/quake/qutils/qcrm-o97.zip
Helps alot with the void() float, vector etc stuff. Not sure how useful it is with the compiler syntax though. Some general rules are to take not of any warnings, because sometimes they could be just as problematic as failures. For example, (assignment in conditional) means you are comparing 2 things that may be equal , but you are using only one equals sign, and not 2 (==).
To make it simpler use .lip instead of .sjumpz and it ought to compile fine.
Sounds like you need some formal education on progs.src and meanings of compile errors and proper qc syntax.
This file has been pretty handy to keep on your desktop:
ftp://ftp.clan-rum.org/quake/qutils/qcrm-o97.zip
Helps alot with the void() float, vector etc stuff. Not sure how useful it is with the compiler syntax though. Some general rules are to take not of any warnings, because sometimes they could be just as problematic as failures. For example, (assignment in conditional) means you are comparing 2 things that may be equal , but you are using only one equals sign, and not 2 (==).
Phenom wrote:It seems "sjumpz" is an unknown value (derrrr) I'm still clueless?
-

Cobalt - Posts: 445
- Joined: Wed Jun 10, 2009 2:58 am
- Location: New England, USA
Re: Please help me with my Qung Fu mod.
Sorry for the double post.
I'm also having a hard time locating the axe animations and shooting animations. I have 4 new punching frames (axatt1 axatt2 axatt3 axatt4) which I would like to replace the axe.
Could someone point out in the player.qc this is? I can't seem to locate it, thanks!
I'm also having a hard time locating the axe animations and shooting animations. I have 4 new punching frames (axatt1 axatt2 axatt3 axatt4) which I would like to replace the axe.
Could someone point out in the player.qc this is? I can't seem to locate it, thanks!
Best sig ever.
- Phenom
- Posts: 10
- Joined: Wed Mar 12, 2008 7:47 pm
- Location: Guthrie, OK
Re: Please help me with my Qung Fu mod.
Pretty sure its in player.qc, starts with:
- Code: Select all
void () player_axe1 = [ 119, player_axe2 ]
{
self.weaponframe = 1;
};
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Cobalt - Posts: 445
- Joined: Wed Jun 10, 2009 2:58 am
- Location: New England, USA
18 posts
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