stuffcmd("alias +speed /"impulse 998\n");
stuffcmd("alias -speed /"impulse 999\n");
I'd not thought of this. That's pretty fantastic; I can now kill my mod's dependency on Darkplaces just for the physics.
Speaking of Darkplaces, I'm still getting these PRVM_GetString warnings although they seem ...
Search found 65 matches
- Thu Sep 17, 2009 11:14 am
- Forum: QuakeC Programming
- Topic: Limiting velocity
- Replies: 12
- Views: 3521
- Tue Sep 15, 2009 10:04 pm
- Forum: QuakeC Programming
- Topic: Limiting velocity
- Replies: 12
- Views: 3521
- Sat Sep 12, 2009 10:36 pm
- Forum: QuakeC Programming
- Topic: Limiting velocity
- Replies: 12
- Views: 3521
- Sat Sep 12, 2009 8:39 pm
- Forum: QuakeC Programming
- Topic: Limiting velocity
- Replies: 12
- Views: 3521
- Mon Sep 07, 2009 12:27 pm
- Forum: QuakeC Programming
- Topic: Limiting velocity
- Replies: 12
- Views: 3521
Limiting velocity
If I wanted to limit the player's running velocity on the fly, but still allow for them to be fully affected by explosions and such then where would I make this change? Is this possible? Presumably stuffcmding sv_maxvelocity every frame is a very bad idea.
Bonus questions:
Is there a way to offset ...
Bonus questions:
Is there a way to offset ...
- Thu Jun 05, 2008 3:28 pm
- Forum: QuakeC Programming
- Topic: Lightmaps and doors
- Replies: 2
- Views: 1741
Lightmaps and doors
I'm working on a wave-based co-op mod. It's no spoonmatch but hey. I have some monsters and a wave system in place but it needs a little more flavour. So 2 questions:
Is it possible to make the lightmap temporarily pitch-black via QC?
and
How might I go about making doors that only open on certain ...
Is it possible to make the lightmap temporarily pitch-black via QC?
and
How might I go about making doors that only open on certain ...
- Tue Sep 05, 2006 11:48 am
- Forum: QuakeC Programming
- Topic: Wave-based game
- Replies: 21
- Views: 8146
- Sun Sep 03, 2006 8:11 pm
- Forum: QuakeC Programming
- Topic: Need help
- Replies: 8
- Views: 3904
- Sun Sep 03, 2006 2:49 pm
- Forum: QuakeC Programming
- Topic: Need help
- Replies: 8
- Views: 3904
You need to add the lines...
At the end of the W_Precache function right at the top of weapons.qc.
Code: Select all
precache_sound("hook/grfire.wav");
precache_sound("hook/grhit.wav");
precache_sound("hook/grreset.wav");
precache_model("progs/null.spr");- Sun Sep 03, 2006 9:09 am
- Forum: QuakeC Programming
- Topic: Need help
- Replies: 8
- Views: 3904
- Sat Aug 26, 2006 2:25 pm
- Forum: General Discussion
- Topic: Gyro Physics / Vengeance R2 AVI?
- Replies: 16
- Views: 5781
- Fri Aug 18, 2006 6:48 pm
- Forum: General Discussion
- Topic: audience
- Replies: 11
- Views: 4145
- Fri Aug 18, 2006 1:53 pm
- Forum: QuakeC Programming
- Topic: Wave-based game
- Replies: 21
- Views: 8146
- Wed Aug 16, 2006 9:54 am
- Forum: QuakeC Programming
- Topic: Wave-based game
- Replies: 21
- Views: 8146
- Wed Aug 16, 2006 9:35 am
- Forum: QuakeC Programming
- Topic: Design Documents?
- Replies: 16
- Views: 7903
My design document tends to come in the form of a single text file kept in my qc directory. First I write out a general plan of what I want the mod to be, with bulletpoints like "Weapon 3 is a dart gun, paralyses target" or "New soldier monster with harpoon gun, replaces enforcer".
Then, when the ...
Then, when the ...