This wouldn't help, because the external visible weapon models match the player's angles, not v_angle.
But hey, this issue is "partially" fixed.
If you run a DP server and connect with a DP or FTE client this won't happen, but if you run a DP server and connect with a regular engine this will ...
Search found 476 matches
- Tue Aug 17, 2010 1:08 am
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 17059
- Mon Aug 16, 2010 10:45 pm
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 17059
- Mon Aug 16, 2010 7:48 pm
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 17059
OK I finally decided to update this.
There are now 18 waypointed maps in total, and that visible weapon bug was fixed. It's now handled by 'temp1' cvar.
Also detpacks will now destroy walls, grates etc.
File (10mb):
http://www.quaketastic.com/upload/files ... _beta2.zip
There are now 18 waypointed maps in total, and that visible weapon bug was fixed. It's now handled by 'temp1' cvar.
Also detpacks will now destroy walls, grates etc.
File (10mb):
http://www.quaketastic.com/upload/files ... _beta2.zip
- Thu Aug 12, 2010 5:01 pm
- Forum: QuakeC Programming
- Topic: A simple question from a noob
- Replies: 2
- Views: 1302
- Tue Aug 03, 2010 9:49 pm
- Forum: QuakeC Programming
- Topic: is there a way to do location specific damage in QC?
- Replies: 30
- Views: 42644
- Mon May 31, 2010 5:40 pm
- Forum: General Discussion
- Topic: spot animation?
- Replies: 17
- Views: 5535
Lardarse is kinda right. Setting .owner to .enemy, will make the monster non-solid to the player (if the player is the monster's enemy, otherwise this monster would be non-solid to another monster). So the monster will ONLY take damage from explosives. Hitscan and projectile/grenade weapons will ...
- Wed May 19, 2010 4:02 pm
- Forum: General Discussion
- Topic: Load more than 1 add-on
- Replies: 14
- Views: 2986
- Wed May 05, 2010 8:05 pm
- Forum: General Discussion
- Topic: Origin of term "NetQuake"
- Replies: 29
- Views: 6948
- Mon May 03, 2010 6:45 pm
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 17059
- Mon May 03, 2010 5:04 pm
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 17059
- Mon May 03, 2010 4:00 pm
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 17059
- Sun May 02, 2010 8:33 pm
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 17059
- Wed Apr 28, 2010 4:13 pm
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 17059
- Tue Apr 27, 2010 7:40 pm
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 17059
- Tue Apr 27, 2010 4:48 pm
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 17059
Don't forget to set teamplay to 1 (teamkill off) or 2 (teamkill on). :wink:
If you set to zero the bots will pick random colors, and they won't have any team_no assigned, that's why they'll spawn on info_player_start instead.
And UrbanKid, it runs fine on any engine. But if you run it on dp or fte ...
If you set to zero the bots will pick random colors, and they won't have any team_no assigned, that's why they'll spawn on info_player_start instead.
And UrbanKid, it runs fine on any engine. But if you run it on dp or fte ...