Search found 65 matches

by SkinnedAlive
Thu Sep 17, 2009 11:14 am
Forum: QuakeC Programming
Topic: Limiting velocity
Replies: 12
Views: 3521

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 ...
by SkinnedAlive
Tue Sep 15, 2009 10:04 pm
Forum: QuakeC Programming
Topic: Limiting velocity
Replies: 12
Views: 3521

Thanks for the comprehensive explanation, Supa! In the end I had to go for making my own run impulse (yet another key to bind :( ) but it works beautifully now.

On another note (rather than make a new thread about it), Darkplaces seems to be throwing up these warnings a lot of the time when the ...
by SkinnedAlive
Sat Sep 12, 2009 10:36 pm
Forum: QuakeC Programming
Topic: Limiting velocity
Replies: 12
Views: 3521

I could, but the redundancy of having multiple run commands in place is really awkward and I'd like to avoid having extra commands to bind if at all possible.

I guess I may just have to suck it up and do that though...
by SkinnedAlive
Sat Sep 12, 2009 8:39 pm
Forum: QuakeC Programming
Topic: Limiting velocity
Replies: 12
Views: 3521

Thank you for your help. I eventually achieved this with LordHavoc's sv_user.qc.

I have another question though; how would I find out whether the player is running (using +speed) or not via the QC. Is there an easy way to do this or am I going to have to go to the trouble of learning CSQC (CSQC ...
by SkinnedAlive
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 ...
by SkinnedAlive
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 ...
by SkinnedAlive
Tue Sep 05, 2006 11:48 am
Forum: QuakeC Programming
Topic: Wave-based game
Replies: 21
Views: 8146

Just so you know I have this solved and am soldiering on with the rest of the coding. Thanks for your help Matt.
by SkinnedAlive
Sun Sep 03, 2006 8:11 pm
Forum: QuakeC Programming
Topic: Need help
Replies: 8
Views: 3904

That should solve the problem. Are the wav files in the right directory? They should be in ..quake/yourmod/hook.
by SkinnedAlive
Sun Sep 03, 2006 2:49 pm
Forum: QuakeC Programming
Topic: Need help
Replies: 8
Views: 3904

You need to add the lines...

Code: Select all

precache_sound("hook/grfire.wav");
precache_sound("hook/grhit.wav");
precache_sound("hook/grreset.wav");
precache_model("progs/null.spr");
At the end of the W_Precache function right at the top of weapons.qc.
by SkinnedAlive
Sun Sep 03, 2006 9:09 am
Forum: QuakeC Programming
Topic: Need help
Replies: 8
Views: 3904

How does it not work exactly? Does it crash? Does it not compile? Help us to help you.
by SkinnedAlive
Sat Aug 26, 2006 2:25 pm
Forum: General Discussion
Topic: Gyro Physics / Vengeance R2 AVI?
Replies: 16
Views: 5781

With frikbots it's impulse 100 to add a bot. The ID1 DM maps are waypointed but they can learn any map without waypoints.
by SkinnedAlive
Fri Aug 18, 2006 6:48 pm
Forum: General Discussion
Topic: audience
Replies: 11
Views: 4145

Modders are their own audience. Just like a musician doesn't need an audience to enjoy their music.

It is nice to have your mod played though. Plus the more players exposed to mods, the more budding modders there are likely to be.
by SkinnedAlive
Fri Aug 18, 2006 1:53 pm
Forum: QuakeC Programming
Topic: Wave-based game
Replies: 21
Views: 8146

Sorry to be a burden but I have another problem. I'm doing a findradius to check if it's all clear for spawning. Which works great except that it gets blocked up if a corpse gets in the way.

So how do I check that every entity in the chain is not a corpse (i.e. SOLID_NOT) with out checking every ...
by SkinnedAlive
Wed Aug 16, 2006 9:54 am
Forum: QuakeC Programming
Topic: Wave-based game
Replies: 21
Views: 8146

Ah! That did it! The spawn function was setting the origin before it was setting the model. It's working just fine now. It's these little rules that always get me. Thanks for your help everybody!
by SkinnedAlive
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 ...