Defeat in detail has a cursor like that... I don't think it uses prydon cursor but I could be mistaken...
Why do you want to do this on the server side? It is very slow... All the mods you mentioned are darkplaces only anyways? You would be better off doing this on the client...
edit:
Well, It ...
Search found 35 matches
- Wed Sep 28, 2011 9:14 pm
- Forum: QuakeC Programming
- Topic: Cursor in darkplaces without csqc
- Replies: 5
- Views: 1659
- Fri Sep 23, 2011 12:36 am
- Forum: QuakeC Programming
- Topic: Realistic Gatling Gun
- Replies: 19
- Views: 4864
Re: Realistic Gatling Gun
I didn't mean for that to be code that was good to go and just copy-pasted...
It was just an example of what you might need to do... this is why I put all the prints and comments in there so you could see where it was in the code had you copied it into a clean source or similar to see how it worked ...
It was just an example of what you might need to do... this is why I put all the prints and comments in there so you could see where it was in the code had you copied it into a clean source or similar to see how it worked ...
- Thu Sep 22, 2011 7:43 am
- Forum: QuakeC Programming
- Topic: Realistic Gatling Gun
- Replies: 19
- Views: 4864
Re: Realistic Gatling Gun
- if you press you shootbutton, the nailgun doesnt start shooting for 2 seconds, only the barrel animations starts and a "warmup sound plays"
- after that the gun shoots normally (W_FireMiniGun)
Off the top of my head this should get it started... It's neither good nor efficient (or even a good ...
- Wed Sep 07, 2011 11:02 pm
- Forum: QuakeC Programming
- Topic: bubble_bob & bubble.spr
- Replies: 9
- Views: 2948
Isn't the topic the subject?
hmm, cant get that to work....it dont make sense in the traditional QC sense either. I can get your code to compile, but cant figure how to carry the values. If I change the float n values to real values like -3 or -2 which are the numerics for pointcontents water and solid, it gives compile errors ...
- Wed Sep 07, 2011 3:38 am
- Forum: General Discussion
- Topic: skyroom, portal in modern quake
- Replies: 5
- Views: 2343
Re: skyroom, portal in modern quake
I'm guessing this is trying to do something similar to the q3map2 portal sky hack except you can put moving entities in it? Maybe I'm just not understanding the question correctly or what is trying to be accomplished, but how would this solution draw entities/bmodels/etc outside of the regular ...
- Sun Sep 04, 2011 7:17 pm
- Forum: QuakeC Programming
- Topic: Multi-Imput Impulse Toggle
- Replies: 8
- Views: 2484
- Sun Sep 04, 2011 2:07 am
- Forum: QuakeC Programming
- Topic: Multi-Imput Impulse Toggle
- Replies: 8
- Views: 2484
Re: Multi-Imput Impulse Toggle
I was wondering if it's possible to...
Make it so my "W" key (walk forward) also could toggle an Impulse depending on weather or not the key is pressed down.
So, you enter the game, and you walk forward by holding "W" this will turn on impulse20, you run down a hallway and stop by letting up the ...
Make it so my "W" key (walk forward) also could toggle an Impulse depending on weather or not the key is pressed down.
So, you enter the game, and you walk forward by holding "W" this will turn on impulse20, you run down a hallway and stop by letting up the ...
- Wed Aug 31, 2011 2:30 am
- Forum: QuakeC Programming
- Topic: bubble_bob & bubble.spr
- Replies: 9
- Views: 2948
I noticed that when an entity transits from contents during movement the C code fires the water splash sound by default (observed this in a map where you could launch grenades to bounce against a sky brush: the grenade disappeared for a moment, bounced back to the map hull and then when getting out ...
- Tue Aug 30, 2011 8:42 pm
- Forum: QuakeC Programming
- Topic: bubble_bob & bubble.spr
- Replies: 9
- Views: 2948
- Sun Aug 28, 2011 9:59 pm
- Forum: QuakeC Programming
- Topic: BaseQC CCam rotation?
- Replies: 33
- Views: 8030
- Sun Aug 28, 2011 8:24 pm
- Forum: QuakeC Programming
- Topic: BaseQC CCam rotation?
- Replies: 33
- Views: 8030
- Sun Aug 28, 2011 8:12 pm
- Forum: QuakeC Programming
- Topic: BaseQC CCam rotation?
- Replies: 33
- Views: 8030
- Sun Aug 28, 2011 6:45 pm
- Forum: QuakeC Programming
- Topic: BaseQC CCam rotation?
- Replies: 33
- Views: 8030
- Sun Aug 28, 2011 6:15 pm
- Forum: QuakeC Programming
- Topic: BaseQC CCam rotation?
- Replies: 33
- Views: 8030
- Sat Aug 27, 2011 10:53 pm
- Forum: QuakeC Programming
- Topic: BaseQC CCam rotation?
- Replies: 33
- Views: 8030
I've been trying to do this for months. I'm using quake clean. Unmodified. I just don't understand how you implement what you are talking about above.
I guess what I'm asking for is sort of a tut, I'm sorry I'm a total newb at quakes code but I am finding it a bit convoluted. How do I get this to ...
I guess what I'm asking for is sort of a tut, I'm sorry I'm a total newb at quakes code but I am finding it a bit convoluted. How do I get this to ...