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Changing nails speed
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Alex.mac



Joined: 12 Jul 2010
Posts: 8

PostPosted: Mon Jul 12, 2010 10:58 pm    Post subject: Reply with quote

just tried... nothing =(
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Pulseczar



Joined: 12 Aug 2006
Posts: 37

PostPosted: Tue Jul 27, 2010 6:46 pm    Post subject: Reply with quote

I believe there is a cap to entity movement speed in the engine code.
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ceriux



Joined: 06 Sep 2008
Posts: 968
Location: Florida, USA

PostPosted: Tue Jul 27, 2010 10:11 pm    Post subject: Reply with quote

pulse i believe its handeled by a cvar , i changed the speed of my nail sniper to go pretty damn fast. so... im sure its possible
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Wed Jul 28, 2010 3:56 am    Post subject: Reply with quote

personally i would scrap using nails altogether and make it traceline like the shotgun and super shotty. Just make the bullet spread to 0 and change the amount of damage by chaning the amount of bullets are shot.

Copy the FireShotgun and edit this:

Code:
FireBullets (6, dir, '0 0 0');


Name it something, like FireRapid.

Then in player.qc in player_nail1 and player_nail2 change W_Firespikes to your newly made FireRapid and see if thats the effect you want.

But if you really want to use nails, i second Pulseczar, i also believe there is a cap in engine.
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Wed Jul 28, 2010 4:24 am    Post subject: Reply with quote

Try screwing something obvious up in your QC code, compiling and running. It sounds like your progs.dat is in the wrong place or is for some other reason not being loaded.

Anyway, increasing sv_maxvelocity along won't make anything faster, obviously. That's just the speed limit. You have to edit the QC and change the nail's velocity multiplier. But it looks like you've finally figured that out at least.

Note: You should not be editing misc.qc for this. There is nothing there that has anything to do with the nailgun (the spikeshooter trap is something else).

Otherwise changing the "newmis.velocity = dir * 1000;" line in launch_spike to use a bigger number should work. (In conjunction with increasing the sv_maxvelocity cvar, or funny things happen.) So if you're not noticing anything different, then your progs.dat isn't being loaded at all for whatever reason.
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Pulseczar



Joined: 12 Aug 2006
Posts: 37

PostPosted: Thu Jul 29, 2010 6:13 pm    Post subject: Reply with quote

ceriux wrote:
pulse i believe its handeled by a cvar , i changed the speed of my nail sniper to go pretty damn fast. so... im sure its possible

Are you using a vanilla/original Quake engine?
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ceriux



Joined: 06 Sep 2008
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PostPosted: Thu Jul 29, 2010 6:28 pm    Post subject: Reply with quote

i think i was using direct quake
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