Search found 170 matches

by DusterdooSmock
Fri Jun 03, 2011 2:04 am
Forum: QuakeC Programming
Topic: Player Acceleration/Deceleration
Replies: 5
Views: 2159

Player Acceleration/Deceleration

Alright, I'm back with a new question...
- I'm coding vehicles, and so far it's going good acceleration was coded and tested(working) in about 5 minutes, but as for deceleration, I'm at a standstill. When you let off the button, it should gradually slow down, and the problem I am having is that once ...
by DusterdooSmock
Thu May 26, 2011 1:13 pm
Forum: QuakeC Programming
Topic: Primary/secondary weapon slots system
Replies: 2
Views: 1229

Nice. Thank you. :D
by DusterdooSmock
Thu May 26, 2011 5:17 am
Forum: QuakeC Programming
Topic: Primary/secondary weapon slots system
Replies: 2
Views: 1229

Primary/secondary weapon slots system

How would I go about creating a weapon slot system like in most modern fps games, where the player can only hold two weapons, and when he goes to pick up a new weapon, if he only has one, it just adds the new one to his inventory, and if he already has two weapons, then it swaps his current weapon ...
by DusterdooSmock
Thu May 05, 2011 1:15 pm
Forum: QuakeC Programming
Topic: Darkplaces Movetype Follow
Replies: 1
Views: 922

Darkplaces Movetype Follow

Could someone show me how to draw, and make a model follow the player using DP's movetype follow?
by DusterdooSmock
Tue Apr 12, 2011 1:02 pm
Forum: Engine Programming
Topic: CSQC on PSPQuake ?
Replies: 5
Views: 1658

Baker, i never had the time to try the WinMerge thing with HLBSP.. :/
And, i know that coding 2D GFX is easier in the engine, i've already learned how to do it, but i wanted to give CSQC a shot and see what i could do with it.
by DusterdooSmock
Tue Apr 12, 2011 4:19 am
Forum: Engine Programming
Topic: CSQC on PSPQuake ?
Replies: 5
Views: 1658

Spike wrote:depends how complete an implementation you want
Enough to where i can code a HUD, and an ingame GUI.
by DusterdooSmock
Mon Apr 11, 2011 4:53 pm
Forum: Engine Programming
Topic: CSQC on PSPQuake ?
Replies: 5
Views: 1658

CSQC on PSPQuake ?

Has it been done? Can it be done?
by DusterdooSmock
Wed Apr 06, 2011 5:03 pm
Forum: QuakeC Programming
Topic: Hiding a model for the player, but everyone else sees it?
Replies: 2
Views: 1087

Hiding a model for the player, but everyone else sees it?

I'm working on something that spawns a model on the player, and i was wondering if there is a way to make it so that the player cannot see it, but other players can? I'm NOT using DP by the way.
by DusterdooSmock
Tue Mar 29, 2011 10:37 pm
Forum: QuakeC Programming
Topic: Spawn sprite when player triggers something
Replies: 2
Views: 1277

Re: Spawn sprite when player triggers something

JasonX wrote:Can i spawn a sprite entity near the player when it presses a button, for example? Do i need to modify the engine or can it be done just with QuakeC?
Like a muzzleflash?
by DusterdooSmock
Tue Mar 29, 2011 12:57 pm
Forum: QuakeC Programming
Topic: putclientinserver ?
Replies: 10
Views: 2373

there's alot of unnecessary duplicate code there.
Yeah, the best way to do it would be to have all of the stats that will be the same set in putclientinserver, then you add a check to putclientinserver for the player's class, if the player is a certain class, then it sets the stats that are ...
by DusterdooSmock
Mon Mar 28, 2011 3:28 am
Forum: QuakeC Programming
Topic: putclientinserver ?
Replies: 10
Views: 2373

Well, PutClientInServer is called by the engine...so for different classes, you would have to have a check in PutClientInServer.
Something like this:
void() PutClientInServer =
{
if(self.pclass == CLASS1)
PutClass1PlayerInServer();
else if(self.pclass == CLASS2)
PutClass2PlayerInServer();
};
by DusterdooSmock
Wed Mar 23, 2011 8:55 pm
Forum: QuakeC Programming
Topic: How to tell if the player is aiming straight up?
Replies: 8
Views: 1872

1. Positive values of pitch indicate looking downwards. Negative values are for looking up.

2. In default engines, -70 is the highest you can look upwards.

3. With 8-bit angles, the angle is sent over the network to the nearest multiple of 1.4 degrees, so add a margin of error of 1-2 degrees to ...
by DusterdooSmock
Wed Mar 23, 2011 8:09 pm
Forum: QuakeC Programming
Topic: How to tell if the player is aiming straight up?
Replies: 8
Views: 1872

No luck, I even checked to see if it was > 0 but even that didnt work. :(
by DusterdooSmock
Wed Mar 23, 2011 7:36 pm
Forum: QuakeC Programming
Topic: How to tell if the player is aiming straight up?
Replies: 8
Views: 1872

check self.v_angle_z or something.
of course, it'll never be directly upwards, because you can't aim directly upwards in quake - you can normally only aim within 150 degrees.
and even in engines with such cheats enabled, there is always network precision issues, so really the best you can do is ...
by DusterdooSmock
Wed Mar 23, 2011 6:39 pm
Forum: QuakeC Programming
Topic: How to tell if the player is aiming straight up?
Replies: 8
Views: 1872

How to tell if the player is aiming straight up?

How can i tell it the player is aiming straight up?
I've already tried this:

Code: Select all

if(pointcontents(self.origin) == CONTENT_SKY)
But, sadly it didn't work.

Is there another way to check if the player is aiming up?

Thanks.