Search found 83 matches
- Wed Nov 14, 2007 8:18 am
- Forum: QuakeC Programming
- Topic: attaching csqc entities to the hud
- Replies: 3
- Views: 2218
attaching csqc entities to the hud
i'm very curious if there's a proper way to do this that isn't FOV dependant.
- Wed Nov 14, 2007 7:36 am
- Forum: QuakeC Programming
- Topic: Spawning entities in CSQC
- Replies: 17
- Views: 6566
- Wed Nov 14, 2007 7:29 am
- Forum: QuakeC Programming
- Topic: "You've got the lead"
- Replies: 32
- Views: 10479
First look inside the ClientObituary() function. Notice all the instances where .frags is added to or subtracted from. I think the easiest method, considering the current setup of the function, would be to replace each of the instances, where .frag is manipulated, with something like Frag(ent, 1) or ...
- Wed Nov 14, 2007 4:17 am
- Forum: QuakeC Programming
- Topic: Spawning entities in CSQC
- Replies: 17
- Views: 6566
- Tue Nov 13, 2007 5:35 pm
- Forum: QuakeC Programming
- Topic: Spawning entities in CSQC
- Replies: 17
- Views: 6566
- Tue Nov 13, 2007 4:56 am
- Forum: QuakeC Programming
- Topic: Spawning entities in CSQC
- Replies: 17
- Views: 6566
- Tue Nov 13, 2007 3:37 am
- Forum: QuakeC Programming
- Topic: Spawning entities in CSQC
- Replies: 17
- Views: 6566
- Mon Nov 12, 2007 10:19 am
- Forum: QuakeC Programming
- Topic: Global variables - how?
- Replies: 6
- Views: 3044
- Sun Nov 11, 2007 11:50 pm
- Forum: QuakeC Programming
- Topic: Global variables - how?
- Replies: 6
- Views: 3044
The way the player items and stats are saved is by setting the player's parms to those values, and each player's parms are carried over through map changes, then loaded back into the variables once the map is loaded.
So, if you wanted to use parms to carry over global values, you could probably use ...
So, if you wanted to use parms to carry over global values, you could probably use ...
- Sun Nov 11, 2007 10:49 pm
- Forum: QuakeC Programming
- Topic: Spawning entities in CSQC
- Replies: 17
- Views: 6566
Spawning entities in CSQC
I would like to know how to do this properly. I THINK I am spawning them, but it appears as if they are not being drawn. All of my SSQC entities draw, but not the ones spawned inside CSQC.
I also can't tell if I'm setting their origin correctly because there is no setorigin() function. I have ...
I also can't tell if I'm setting their origin correctly because there is no setorigin() function. I have ...
- Sun Nov 11, 2007 7:41 pm
- Forum: QuakeC Programming
- Topic: [DarkPlaces] QC drawing graphics onto the screen?
- Replies: 25
- Views: 9059
- Sun Nov 11, 2007 7:21 pm
- Forum: QuakeC Programming
- Topic: I don't understand the whole server/client thing.
- Replies: 7
- Views: 4506
MSG_ONE sends to one client (as defined by the QC global msg_entity) in a reliable manner. This is used, for example, by sprint (SVC_PRINT) and centerprint (SVC_CENTERPRINT), which only print to a single client.
So when you use sprint() or centerprint() it automatically uses MSG_ONE? I assume so ...
So when you use sprint() or centerprint() it automatically uses MSG_ONE? I assume so ...
- Sun Nov 11, 2007 2:23 am
- Forum: QuakeC Programming
- Topic: I don't understand the whole server/client thing.
- Replies: 7
- Views: 4506
I don't exactly know what the WHOLE purpose of WRITEBYTE is, but I know it's one way of sending information to just one client. For example, a you can make a sound play for just one player, like a menu sound or something. There are lots of other purposes for it though, i just don't know what they ...
- Sun Nov 11, 2007 2:10 am
- Forum: QuakeC Programming
- Topic: [DarkPlaces] QC drawing graphics onto the screen?
- Replies: 25
- Views: 9059
- Sun Nov 11, 2007 2:09 am
- Forum: General Discussion
- Topic: Why are the ammo boxes in .bsp?
- Replies: 35
- Views: 10569