Search found 66 matches

by Arkage
Sat Jul 03, 2010 3:35 am
Forum: QuakeC Programming
Topic: How to check an area
Replies: 12
Views: 2624

Trace line is documented in plenty of places, have a look at Quakes qc, or even the flash light tutorial, it sends out a trace line in front of the player so it should be easy pickings. Also try the qc refrance on the front page of the site.
by Arkage
Sat Jul 03, 2010 1:13 am
Forum: QuakeC Programming
Topic: How to check an area
Replies: 12
Views: 2624

self.weaponmodel (also called the view model) sets just that the weapon model where as setmodel set the entity's real model.

Since it for the psp you wont have the tracebox option so trace lines it is.

Just trace five lines, forward, back, left, right and up.
Then check how far each traveled and ...
by Arkage
Wed Jun 30, 2010 9:10 pm
Forum: QuakeC Programming
Topic: Player death post effects
Replies: 16
Views: 3980

You haven't added a new line ("\n" ) symbol after it.

Code: Select all

void() PlayerDie =
{
   local float ms;
        ms = cvar("slowmo");
        if(ms == 0) {
        stuffcmd(self, "slowmo 0.1\n");
} 
It acts the same as if the user pressed the enter button.
by Arkage
Wed Jun 30, 2010 9:08 pm
Forum: QuakeC Programming
Topic: How does the Engine read csprogs.dat?
Replies: 25
Views: 5335

If you only want CSQC for a hud then I don't see much point in adding it. Just code the HUD and client side effects into the engine.
by Arkage
Wed Jun 30, 2010 12:12 am
Forum: QuakeC Programming
Topic: Double jumping...sigh
Replies: 14
Views: 2556

The && means and, so if this is true and this is true then run this code.

That if statment is the same as
if (self.doublejump_lives > 0)
{
if (time >= self.doublejump_time)
{
if (self.velocity_z > -100)
{
// Do stuff
}
}
}


What is self.velocity_z > -100?
Does that mean if you are falling and ...
by Arkage
Sun Jun 27, 2010 8:59 pm
Forum: Mapping
Topic: Quake 1 player height in Hammer units
Replies: 13
Views: 6722

Spike's post explained how it works.
by Arkage
Sat Jun 26, 2010 10:47 pm
Forum: Mapping
Topic: Quake 1 player height in Hammer units
Replies: 13
Views: 6722

Its calculated relative to the players origin, so that would be 14, 14, 34.
by Arkage
Sat Jun 19, 2010 6:48 pm
Forum: Modeling
Topic: Spawning a new model in another models Frame?
Replies: 17
Views: 8081

Theres not much learning with trace lines, its just a function call.
by Arkage
Sun Jun 13, 2010 3:41 pm
Forum: QuakeC Programming
Topic: Traceline
Replies: 12
Views: 3207

For a usage example I think the flash light tutorial is a good one. http://www.inside3d.com/showtutorial.php?id=119
by Arkage
Sat Jun 12, 2010 6:55 pm
Forum: QuakeC Programming
Topic: How to make an aim command?
Replies: 49
Views: 12344

I don't think your getting whats meant by frames. Think of frames as different models in the one model file. So if you model is called gun1.mdl and has shoot and reload frames, frames 0 to 5 could be shoot and frames 6 to 10 are idle. So if you have frames 10 to 15 firing while in iron sights and 16 ...
by Arkage
Thu Jun 10, 2010 7:34 pm
Forum: QuakeC Programming
Topic: How to make an aim command?
Replies: 49
Views: 12344

Ctrl + f , then search for the function names.
by Arkage
Tue Jun 08, 2010 7:20 pm
Forum: QuakeC Programming
Topic: A little problem with spawning position
Replies: 14
Views: 2515

For one id say that the model isnt postioned correctly, i think it been addressed in your other topic.

As for the floating, id do a trace line down and placethe barrel at the hit location but moved up by half its height.
by Arkage
Mon Jun 07, 2010 2:13 am
Forum: General Discussion
Topic: Warfare Source, We Need You!!
Replies: 34
Views: 9058

I second Dowsiders comment.
by Arkage
Sun Jun 06, 2010 2:19 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511196

That qc editor is looking quite nice. Not sure if you know of it or not but http://www.scintilla.org/ . Should make syntax highlighting a breeze.
by Arkage
Thu May 06, 2010 7:11 pm
Forum: Gameplay & Design
Topic: Stealth gameplay
Replies: 22
Views: 35236

Sounds like an inserting idea.

One thing I always found weird in most games is that you can kill a group of enmeys and none of them get scared that their friends have just been killed, they just keep shooting at you.

I think some system where the enemy has a moral level and that killing them will ...