Well on the first check, it would be = 1, so then it will see it = 1, and take one, so you get 0
Oh, sorry I forgot to mention that the second check (if(self.sprint_time <= 400 && self.sprint_time >= 1)) is in the else statement, so it only gets checked if the player isn't holding the sprint ...
Search found 50 matches
- Mon Aug 18, 2014 4:18 pm
- Forum: QuakeC Programming
- Topic: Sprinting
- Replies: 15
- Views: 6123
- Mon Aug 18, 2014 3:44 am
- Forum: QuakeC Programming
- Topic: Sprinting
- Replies: 15
- Views: 6123
Re: Sprinting
Thanks for all the replys!
Ok, I made the float a .float in defs.qc so now everything is like this
if (self.speed)
{
self.sprint_time += 1;
if(self.sprint_time <= 400 && self.sprint_time >= 1)
{
self.sprint_time -= 1;
}
and I fixed the bprint bprint(ftos(self.sprint_time), "\n"); it ...
Ok, I made the float a .float in defs.qc so now everything is like this
if (self.speed)
{
self.sprint_time += 1;
if(self.sprint_time <= 400 && self.sprint_time >= 1)
{
self.sprint_time -= 1;
}
and I fixed the bprint bprint(ftos(self.sprint_time), "\n"); it ...
- Thu Aug 14, 2014 5:10 pm
- Forum: QuakeC Programming
- Topic: Sprinting
- Replies: 15
- Views: 6123
Re: Sprinting
Well, under further testing of my code I found something odd.
I set sprint_time directly to 8 whenever the player presses the button
if (self.speed)
{
sprint_time = 8;
then I put a simple bprint below the spint code in PlayerPreThink
bprint (ftos(sprint_time));
and the number was always 0 ...
I set sprint_time directly to 8 whenever the player presses the button
if (self.speed)
{
sprint_time = 8;
then I put a simple bprint below the spint code in PlayerPreThink
bprint (ftos(sprint_time));
and the number was always 0 ...
- Wed Aug 13, 2014 10:57 pm
- Forum: QuakeC Programming
- Topic: Sprinting
- Replies: 15
- Views: 6123
Sprinting
Hello all,
I've been working on adding sprinting to my Quake mod for over the course of about a week. (Meaning that I've been working on it off and on, or whenever I stumble back over the code)
It hasn't gone quite how I've planned, but it's going as good as expected I guess.. I added sprinting ...
I've been working on adding sprinting to my Quake mod for over the course of about a week. (Meaning that I've been working on it off and on, or whenever I stumble back over the code)
It hasn't gone quite how I've planned, but it's going as good as expected I guess.. I added sprinting ...
- Thu Apr 10, 2014 7:25 am
- Forum: QuakeC Programming
- Topic: Player falling through map (brushwork)
- Replies: 5
- Views: 2657
Player falling through map (brushwork)
Hello all. :) I'm back with another problem unfortunately...
I've been having a weird bug that I cannot seem to fix with my mod. Whenever a certain function happens (code below) the player literally just falls through the map.. it's like a wall breach in Call of Duty (sorry for the bad reference ...
I've been having a weird bug that I cannot seem to fix with my mod. Whenever a certain function happens (code below) the player literally just falls through the map.. it's like a wall breach in Call of Duty (sorry for the bad reference ...
- Sat Mar 22, 2014 11:39 pm
- Forum: Mapping
- Topic: Using Blender to make Quake 3 maps
- Replies: 29
- Views: 42375
Re: Using Blender to make Quake 3 maps
Thanks for all the help guys!! I got the map exported into a .map, and managed to load it into GTK Radiant and add info_player_start. Only problem is, when i get it into DP it seems to have split the polygons up. Anything that isn't a flat edge (eg. the terrain hills) has broken apart. Leaving small ...
- Fri Mar 21, 2014 8:46 pm
- Forum: Mapping
- Topic: Using Blender to make Quake 3 maps
- Replies: 29
- Views: 42375
Using Blender to make Quake 3 maps
OK, so I made some island terrain in Blender 3D and exported it as a .map. After that I loaded it into DarkPlaces to see how it ran... I got the error "no info_player_start" I thought "OK, should have expected that" so my next plan was to open the .map in Quark, or GTK. I first loaded it into GTK ...
- Mon Dec 09, 2013 1:23 am
- Forum: Engine Programming
- Topic: Suddenly, multiple definitions
- Replies: 3
- Views: 2367
Re: Suddenly, multiple definitions
Heh, whatever works!Ghost_Fang wrote:I figured it out. I just needed to do a complete clean build
- Sun Dec 08, 2013 9:11 pm
- Forum: Engine Programming
- Topic: Suddenly, multiple definitions
- Replies: 3
- Views: 2367
Re: Suddenly, multiple definitions
I'm no expert, but I'm going to try and help out here.. so, I think you could just go to where it says it's first defined and delete it there.. then if you have errors, you could need to include the files where they are newly defined in the ones that were first defined.
So:
1. #include the file ...
So:
1. #include the file ...
- Tue Dec 03, 2013 1:52 pm
- Forum: QuakeC Programming
- Topic: Updating a mod?
- Replies: 12
- Views: 4568
Re: Updating a mod?
I went ahead and did it. You're fine.r00k wrote:try setting deathmatch 1 or teamplay 0??
cant download the mod, just feels weird to fill out a survey.
- Mon Dec 02, 2013 4:58 am
- Forum: QuakeC Programming
- Topic: Enemy not attacking?
- Replies: 16
- Views: 5902
Re: Enemy not attacking?
It was intended to be both.frag.machine wrote:It's OK if it's a gameplay mechanism. But if the intention was to do premature optmization, think again.
- Mon Dec 02, 2013 3:44 am
- Forum: QuakeC Programming
- Topic: Enemy not attacking?
- Replies: 16
- Views: 5902
Re: Enemy not attacking?
Hm, well after seeing all of this I'm quite surprised! Even if this doesn't help to much with performance it would still look nicer. Instead of seeing the bots just standing around the map, maybe you could walk into a trigger and one spawn behind you to add some more challenge. 
- Sat Nov 30, 2013 8:45 am
- Forum: QuakeC Programming
- Topic: Enemy not attacking?
- Replies: 16
- Views: 5902
Re: Enemy not attacking?
Hello ScatterBox,
it worries me a little that you deleted all the monsters code, as you say.
Do you also mean the monsters code inside ai.qc and fight.qc ?
Your new monster is hunting the player.
That means that you left this function chain intact:
from FindTarget() until HuntTarget(), which ...
it worries me a little that you deleted all the monsters code, as you say.
Do you also mean the monsters code inside ai.qc and fight.qc ?
Your new monster is hunting the player.
That means that you left this function chain intact:
from FindTarget() until HuntTarget(), which ...
- Sat Nov 30, 2013 2:59 am
- Forum: QuakeC Programming
- Topic: Enemy not attacking?
- Replies: 16
- Views: 5902
Re: Enemy not attacking?
its hard to tell with no code preview.
Didn't really think I needed one since it's just as simple as default Quake, but here you go!
void() spawn_a_enemy =
{
precache_model ("progs/enemy.mdl");
precache_model ("progs/gib1.mdl");
precache_model ("progs/gib2.mdl");
precache_model ("progs ...
Didn't really think I needed one since it's just as simple as default Quake, but here you go!
void() spawn_a_enemy =
{
precache_model ("progs/enemy.mdl");
precache_model ("progs/gib1.mdl");
precache_model ("progs/gib2.mdl");
precache_model ("progs ...
- Fri Nov 29, 2013 5:20 pm
- Forum: QuakeC Programming
- Topic: Enemy not attacking?
- Replies: 16
- Views: 5902
Enemy not attacking?
So as some of you might know I've been coding in a new enemy bot for my mod. Well, it's more or less a bot. I'm trying to make it more of a "Stay still" bot, so instead of it roaming the level it stays still until it notices the player..
Well, I deleted all of the old monsters from Quake since ...
Well, I deleted all of the old monsters from Quake since ...