Search found 429 matches

by gnounc
Thu Oct 08, 2009 4:18 am
Forum: QuakeC Programming
Topic: Help creating Lastweap code?
Replies: 16
Views: 3960

Ah gotcha

Thanks
by gnounc
Thu Oct 08, 2009 4:06 am
Forum: QuakeC Programming
Topic: Help creating Lastweap code?
Replies: 16
Views: 3960

HUZZAH!

Thanks Electro
Thanks rOOk

works like a charm now : )

and I understand the code, so I'm quite happy, thanks.


Except, why did I need to move

self.lastweap = self.weapon;

above self.weapon = fl; ?
by gnounc
Wed Oct 07, 2009 8:02 am
Forum: QuakeC Programming
Topic: Help creating Lastweap code?
Replies: 16
Views: 3960

No weapon error gone : )

"No Weapon" error message is gone

Impulse 13 still switches directly to the axe
and does nothing the second time, even after weapon switch.

I take it that has to do with what you were saying about it checking
for fl and fl being set to 0?

But if thats the case, shouldnt it work after a weapon ...
by gnounc
Tue Oct 06, 2009 4:10 am
Forum: QuakeC Programming
Topic: Help creating Lastweap code?
Replies: 16
Views: 3960

weapons.qc


/*
============
W_ChangeWeapon

============
*/
.float lastweap;

void() W_ChangeWeapon =
{
local float it, am, fl;

it = self.items;
am = 0;

if (self.impulse == 1)
{
fl = IT_AXE;
}
else if (self.impulse == 2)
{
fl = IT_SHOTGUN;
if (self.ammo_shells < 1)
am = 1;
}
else if (self ...
by gnounc
Tue Oct 06, 2009 4:09 am
Forum: QuakeC Programming
Topic: Help creating Lastweap code?
Replies: 16
Views: 3960

I have the code you gave me as well : )

Sorry, that was pretty rude of me in retrospect.
I wanted to write what I understood (alongside the code you gave me)

I've been looking at both. At the moment they both do mostly the same thing.

The code you gave me (ill post it below so you can call me out if I left anything out) prints to ...
by gnounc
Mon Oct 05, 2009 3:25 am
Forum: QuakeC Programming
Topic: Help creating Lastweap code?
Replies: 16
Views: 3960

Help creating Lastweap code?

Electro was helping me to create a "Lastweap" function so that I can make an alias like

alias quickaxe "impulse 0; +attack; wait; -attack; impulse 13;"

and bind a single button to attack with an axe, then switch back
to the weapon I was using (similar to quick kick in Duke3d)

It's finished ...
by gnounc
Fri Jun 12, 2009 7:54 pm
Forum: General Discussion
Topic: Quake Injector Alpha1
Replies: 19
Views: 9286

thats Excellent!

you could make the mod submission just another tab on the map submission program.

keep it all unified so you dont have to go looking for the maps one, the mods one etc

a structured repository is exactly what quake has needed, for a very very long time

thanks you 2
by gnounc
Fri Jun 12, 2009 8:54 am
Forum: General Discussion
Topic: Quake Injector Alpha1
Replies: 19
Views: 9286

perhaps..

perhaps if someone set up the hosting site, you could set up a submission program?

almost like ID3 tags for mp3's, you could have a list of all the required fields, (author, year, basemod, dependancy links etc)

they fill out the info, a screenshot, and upload the mod prepackaged to specs, and ...
by gnounc
Mon Apr 06, 2009 10:32 am
Forum: QuakeC Programming
Topic: Gyro Question
Replies: 0
Views: 2424

Gyro Question

I am trying to learn QuakeC through gyro, and I dont quite understand either yet.

But, as practice I am trying to make a slightly different approach to a grappling hook.

I want to make the missiles from the rocket launcher PULL you through the air.
Just shoot, and start flying.
So you could shoot ...