Search found 429 matches
- Thu Oct 08, 2009 4:18 am
- Forum: QuakeC Programming
- Topic: Help creating Lastweap code?
- Replies: 16
- Views: 3960
Ah gotcha
Thanks
- 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; ?
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; ?
- 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 ...
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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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
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
- 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 ...
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 ...
- 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 ...
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 ...