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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Mon Jul 16, 2007 2:55 am    Post subject: Reply with quote

Well you would be the one to ax..Rolling Eyes


RenegadeC wrote:
I'm surprised nobody has said camera angles and fake dummy players
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Mon Jul 16, 2007 5:05 am    Post subject: Reply with quote

making an engine side sv_pure in qw helps weed down the dummy players
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shadowtails



Joined: 30 Jul 2006
Posts: 11

PostPosted: Mon Jul 16, 2007 6:07 pm    Post subject: Reply with quote

dodging like ut
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RenegadeC



Joined: 15 Oct 2004
Posts: 370
Location: The freezing hell; Canada

PostPosted: Mon Jul 16, 2007 7:39 pm    Post subject: Reply with quote

xaGe wrote:
Well you would be the one to ax..Rolling Eyes


RenegadeC wrote:
I'm surprised nobody has said camera angles and fake dummy players


Yeah but I'm not the one who needs tutorials on it, hence my statement stands
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redrum



Joined: 28 Mar 2007
Posts: 367
Location: Long Island, New York

PostPosted: Tue Sep 04, 2007 7:21 pm    Post subject: Reply with quote

What about a tutorial where you run slower and/or don't jump as high as you acquire weapons/ammo/armor?
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scar3crow
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Joined: 18 Jan 2005
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Location: Las Vegas, NV

PostPosted: Tue Sep 04, 2007 9:35 pm    Post subject: Reply with quote

Well, I guess you could always just do a check for a weight value attributed to the player during the moments in code where they jump or run to determine how much push they actually have.

Also have the inventory code update the weight value, so if you fire 50 nails or 25 shells it lowers, if you perform the touch function for a rocket launcher it raises. Just due to the nature of Quake .weight would never lower aside from weapon fire.
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LordHavoc



Joined: 05 Nov 2004
Posts: 243
Location: western Oregon, USA

PostPosted: Tue Sep 04, 2007 9:44 pm    Post subject: Reply with quote

scar3crow wrote:
Just due to the nature of Quake .weight would never lower aside from weapon fire.


In the "Realism" mod I played on a few servers back in 1998, rockets were the only thing counted in weight, you moved slower and slower if you had more than 10 rockets, and could hardly move if you had over 50, it had an impulse to drop 5 rockets, people would spam this to lay out a wall of backpacks blocking some hallways, so that anyone who dared walk through the wall would be an easy target (and would probably be frantically trying to drop them).

Keep in mind that items have an enlarged pickup box, so it was easy to block most hallways with just 3 backpacks, causing people to pick up 1 or 2 of them if they attempted to cross, a few more packs scattered in the hallway turned it into an outright gauntlet of death.

The gameplay began to focus on not carrying too many rockets (15 was about the most anyone dared carry), they were a plague Smile

Also occasionally weapons would jam and become unusable, causing the weapon to be discarded - or in the case of the rocket launcher, it would usually explode, killing everyone in sight (akin to TF detpack), which sometimes led to an actual increase in frags for the victim of the jam.
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Tue Sep 04, 2007 11:05 pm    Post subject: Reply with quote

That sounds awesome Smile It would be good Total Farce material if you ask me.
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redrum



Joined: 28 Mar 2007
Posts: 367
Location: Long Island, New York

PostPosted: Wed Sep 05, 2007 2:45 am    Post subject: Reply with quote

Do I smell a tutorial?
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Boss429



Joined: 03 Dec 2006
Posts: 22

PostPosted: Wed Sep 05, 2007 4:56 am    Post subject: Reply with quote

you could try binding a button so that you'll only pick stuff up when the key is pressed down. (I think I tried to code this once myself and couldn't figure it out)
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Dr. Shadowborg
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Joined: 16 Oct 2004
Posts: 726

PostPosted: Wed Sep 05, 2007 4:39 pm    Post subject: Reply with quote

Boss429 wrote:
you could try binding a button so that you'll only pick stuff up when the key is pressed down. (I think I tried to code this once myself and couldn't figure it out)


That's easy as long as you know how to use aliases and stick a couple of impulse checks (to set a pickup variable) in playerprethink and playerpostthink. (don't forget to reset pickup variable to zero in player.qc's death function) Once you do that, just modify the items in items.qc to check and see if said pickup variable is set and if not, exit the touch function.
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LordHavoc



Joined: 05 Nov 2004
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PostPosted: Fri Sep 07, 2007 5:30 am    Post subject: Reply with quote

Dr. Shadowborg wrote:
That's easy as long as you know how to use aliases and stick a couple of impulse checks (to set a pickup variable) in playerprethink and playerpostthink. (don't forget to reset pickup variable to zero in player.qc's death function) Once you do that, just modify the items in items.qc to check and see if said pickup variable is set and if not, exit the touch function.


Easier in engines supporting DP_INPUTBUTTONS where other.button8 or similar can be checked in the item's touch function...

There's also a .buttonuse in the DP_BUTTONUSE extension, triggered by the +use command.
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Fri Sep 07, 2007 8:52 am    Post subject: Reply with quote

LordHavoc wrote:

Easier in engines supporting DP_INPUTBUTTONS where other.button8 or similar can be checked in the item's touch function...

There's also a .buttonuse in the DP_BUTTONUSE extension, triggered by the +use command.

Sure, but its more fun to do:
alias +crouch "impulse 22"
alias -crouch "impulse 22"
like hexen2 does in a config file
Use a new button bit in your own custom engine? NAH! just create a new impulse! that way the NQ-based protocols can loose it randomly leaving you permanently crouched.
In an ideal world, they would have used seperate imulse values.
But this just goes to show how hard-core they are.
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Electro



Joined: 29 Dec 2004
Posts: 241
Location: Brisbane, Australia

PostPosted: Fri Sep 07, 2007 9:25 am    Post subject: Reply with quote

easy fix!... if that happens just keep spamming your crouch key until you lose data again and you can be able to stand up again
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Dr. Shadowborg
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Joined: 16 Oct 2004
Posts: 726

PostPosted: Fri Sep 07, 2007 4:16 pm    Post subject: Reply with quote

LordHavoc wrote:

Easier in engines supporting DP_INPUTBUTTONS where other.button8 or similar can be checked in the item's touch function...

There's also a .buttonuse in the DP_BUTTONUSE extension, triggered by the +use command.


The idea behind my suggestion was so that it would work in any engine, not just DP or any other custom engine.

Spike wrote:

Sure, but its more fun to do:
alias +crouch "impulse 22"
alias -crouch "impulse 22"
like hexen2 does in a config file
Use a new button bit in your own custom engine? NAH! just create a new impulse! that way the NQ-based protocols can loose it randomly leaving you permanently crouched.
In an ideal world, they would have used seperate imulse values.
But this just goes to show how hard-core they are.


Hence why I've always used separate impulses when I needed to do secondary and trifire controls in Hellsmash.

Which is why I said a COUPLE of impulse checks in playerprethink and playerpostthink. One for turning it on and one for turning it off.

Since I never play online multiplayer this method is more than adequate for single player. Wink
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