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Alex.mac Joined: 12 Jul 2010 Posts: 8 |

Posted: Mon Jul 12, 2010 10:58 pm Post subject: |

just tried... nothing =(

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Pulseczar Joined: 12 Aug 2006 Posts: 37 |

Posted: Tue Jul 27, 2010 6:46 pm Post subject: |

I believe there is a cap to entity movement speed in the engine code. _________________ http://www.customtf.net/

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

Posted: Tue Jul 27, 2010 10:11 pm Post subject: |

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 _________________ QuakeDB - Quake ModDB Group

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Ghost_Fang Joined: 12 Nov 2009 Posts: 162 |

Posted: Wed Jul 28, 2010 3:56 am Post subject: |

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 |

Posted: Wed Jul 28, 2010 4:24 am Post subject: |

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.
_________________
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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Pulseczar Joined: 12 Aug 2006 Posts: 37 |

Posted: Thu Jul 29, 2010 6:13 pm Post subject: |

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?
_________________
http://www.customtf.net/

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

Posted: Thu Jul 29, 2010 6:28 pm Post subject: |

i think i was using direct quake _________________ QuakeDB - Quake ModDB Group

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