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GiffE
Joined: 08 Oct 2006 Posts: 141 Location: USA, CT
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Posted: Sun Jun 13, 2010 11:34 pm Post subject: |
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ThePlasticBling wrote: | Arkage wrote: | 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 to 20 is idile(don't use these as real frame numbers tho). So all you have to do is when shooting is check if .iron_sight is equal to 1. If it is use the iron sights frames (10 to 15 instead of 0 to 5). Same for the idle. Same can be applied to the reloading.
If you new to programing the best id suggest is to just read through Quake qc source, see how things are linked together don't worry if you don't get all of it, just keep trying out some tutorials here.
On the age thing I'm 18 if that means anything. |
ok, now i have firing with the iron sights working, but when i fire with the iron sights, it is single shot, not automatic. |
To be honest you are refusing to hear out anyone, we continue to say its better to put all the frames in 1 model and you ignore it.
Also you need to post the relevant code you are having a problem with. Find the portion of code which you think is causing a problem and post it so we can help. _________________ http://www.giffe-bin.net/ |
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ThePlasticBling
Joined: 04 Jun 2010 Posts: 30
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Posted: Mon Jun 14, 2010 1:07 am Post subject: |
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GiffE wrote: | ThePlasticBling wrote: | Arkage wrote: | 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 to 20 is idile(don't use these as real frame numbers tho). So all you have to do is when shooting is check if .iron_sight is equal to 1. If it is use the iron sights frames (10 to 15 instead of 0 to 5). Same for the idle. Same can be applied to the reloading.
If you new to programing the best id suggest is to just read through Quake qc source, see how things are linked together don't worry if you don't get all of it, just keep trying out some tutorials here.
On the age thing I'm 18 if that means anything. |
ok, now i have firing with the iron sights working, but when i fire with the iron sights, it is single shot, not automatic. |
To be honest you are refusing to hear out anyone, we continue to say its better to put all the frames in 1 model and you ignore it.
Also you need to post the relevant code you are having a problem with. Find the portion of code which you think is causing a problem and post it so we can help. |
sorry. here is my code:
Code: | void () W_Aim =
{
local float r;
if (!W_CheckNoAmmo ())
{
return;
}
makevectors (self.v_angle);
self.show_hostile = (time + WEAPON_SHOTGUN);
if ((self.weapon == IT_AXE))
{
sound (self, CHAN_WEAPON, "weapons/ax1.wav", WEAPON_SHOTGUN, ATTN_NORM);
r = random ();
if ((r < 0.25))
{
player_axe1 ();
}
else
{
if ((r < 0.5))
{
player_axeb1 ();
}
else
{
if ((r < 0.75))
{
player_axec1 ();
}
else
{
player_axed1 ();
}
}
}
self.attack_finished = (time + 0.5);
}
else
{
if ((self.weapon == IT_SHOTGUN))
{
player_shot1 ();
if ((self.magazine_wep_1 == MSG_BROADCAST))
{
self.weaponmodel = "progs/v_shot_rel.mdl";
player_shot1 ();
sound (self, CHAN_WEAPON, "weapons/shotrel.wav", WEAPON_SHOTGUN, ATTN_NORM);
centerprint (self, "Reloading USP .45: 8 Bullets");
self.attack_finished = (time + 1.5);
self.magazine_wep_1 = WEAPON_BIG;
}
else
{
self.weaponmodel = "progs/shotaim.mdl";
W_FireShotgun ();
self.attack_finished = (time + 0.25);
self.magazine_wep_1 = (self.magazine_wep_1 - WEAPON_SHOTGUN);
}
}
else
{
if ((self.weapon == IT_SUPER_SHOTGUN))
{
player_shot1 ();
if ((self.magazine_wep_2 == MSG_BROADCAST))
{
self.weaponmodel = "progs/v_shot2_rel.mdl";
player_shot1 ();
centerprint (self, "Reloading M3 Shotgun: 8 Shells");
self.attack_finished = (time + 1.5);
self.magazine_wep_2 = WEAPON_BIG;
}
else
{
self.weaponmodel = "progs/shot2aim.mdl";
W_FireSuperShotgun ();
self.attack_finished = (time + WEAPON_SHOTGUN);
self.magazine_wep_2 = (self.magazine_wep_2 - WEAPON_SHOTGUN);
}
}
else
{
if ((self.weapon == IT_NAILGUN))
{
if ((self.magazine_wep_3 == MSG_BROADCAST))
{
self.weaponmodel = "progs/v_nail_rel.mdl";
player_shot1 ();
sound (self, CHAN_WEAPON, "weapons/uzi_rel.wav", WEAPON_SHOTGUN, ATTN_NORM);
centerprint (self, "Reloading M4A1: 30 Bullets");
self.attack_finished = (time + 1.8);
self.magazine_wep_3 = SVC_INTERMISSION;
}
else
{
self.weaponmodel = "progs/nailaim.mdl";
W_FireMachineGun ();
self.attack_finished = (time + 0.08);
self.magazine_wep_3 = (self.magazine_wep_3 - WEAPON_SHOTGUN);
}
}
else
{
if ((self.weapon == IT_SUPER_NAILGUN))
{
if ((self.magazine_wep_4 == MSG_BROADCAST))
{
self.weaponmodel = "progs/v_nail2_rel.mdl";
player_shot1 ();
centerprint (self, "Reloading FN P90: 50 Bullets");
sound (self, CHAN_WEAPON, "weapons/venomrel.wav", WEAPON_SHOTGUN, ATTN_NORM);
self.attack_finished = (time + 2.5);
self.magazine_wep_4 = 50;
}
else
{
self.weaponmodel = "progs/nail2aim.mdl";
W_FireMinigun ();
self.attack_finished = (time + 0.1);
self.magazine_wep_4 = (self.magazine_wep_4 - WEAPON_SHOTGUN);
}
}
else
{
if ((self.weapon == IT_GRENADE_LAUNCHER))
{
if ((self.magazine_wep_5 == MSG_BROADCAST))
{
self.weaponmodel = "progs/v_rock_rel.mdl";
player_shot1 ();
centerprint (self, "Grabbing a Grenade");
sound (self, CHAN_WEAPON, "weapons/shotrel.wav", WEAPON_SHOTGUN, ATTN_NORM);
self.attack_finished = (time + WEAPON_SHOTGUN);
self.magazine_wep_5 = 200;
}
else
{
self.weaponmodel = "progs/v_rock.mdl";
player_shot1 ();
W_FireGrenade ();
self.attack_finished = (time + WEAPON_SHOTGUN);
self.magazine_wep_5 = (self.magazine_wep_5 - WEAPON_SHOTGUN);
}
}
else
{
if ((self.weapon == IT_ROCKET_LAUNCHER))
{
if ((self.magazine_wep_6 == MSG_BROADCAST))
{
self.weaponmodel = "progs/missile.mdl";
player_shot1 ();
centerprint (self, "Reloading Rocket Launcher - one shot");
sound (self, CHAN_WEAPON, "weapons/shotrel.wav", WEAPON_SHOTGUN, ATTN_NORM);
self.attack_finished = (time + 1.5);
self.magazine_wep_6 = 200
}
else
{
self.weaponmodel = "progs/missile.mdl";
player_shot1 ();
W_FireRocket ();
self.attack_finished = (time + 1.5);
self.magazine_wep_6 = (self.magazine_wep_6 - WEAPON_SHOTGUN);
}
}
else
{
if ((self.weapon == IT_LIGHTNING))
{
if ((self.magazine_wep_7 == MSG_BROADCAST))
{
self.weaponmodel = "progs/v_light_rel.mdl";
player_shot1 ();
centerprint (self, "Reloading MP5: 30 Bullets");
sound (self, CHAN_WEAPON, "weapons/shotrel.wav", WEAPON_SHOTGUN, ATTN_NORM);
self.attack_finished = (time + WEAPON_ROCKET);
self.magazine_wep_7 = 20;
}
else
{
self.weaponmodel = "progs/v_light.mdl";
player_shot1 ();
LaunchPulse ();
self.attack_finished = (time + 0.2);
self.magazine_wep_7 = (self.magazine_wep_7 - WEAPON_SHOTGUN);
}
}
}
}
}
}
}
}
}
}; |
then i have an impulse leading to that code. i think it might be because you cant have rapid impulses. |
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Mon Jun 14, 2010 7:59 am Post subject: |
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Where did you decompile that from? _________________ What's a signature? |
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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ThePlasticBling
Joined: 04 Jun 2010 Posts: 30
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Posted: Mon Jun 14, 2010 6:51 pm Post subject: |
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Spike wrote: | Where did you decompile that from? |
the reloading function |
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GiffE
Joined: 08 Oct 2006 Posts: 141 Location: USA, CT
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Posted: Mon Jun 14, 2010 9:26 pm Post subject: |
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Code: | (self.magazine_wep_2 == MSG_BROADCAST) |
I also love the complete disregard for frag.machine's explanation of how to do it.
If you want to have code you can UNDERSTAND... don't go and decompile it out of someone else's mod.  _________________ http://www.giffe-bin.net/ |
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Feared

Joined: 11 Jun 2010 Posts: 17
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ThePlasticBling
Joined: 04 Jun 2010 Posts: 30
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Posted: Mon Jun 14, 2010 11:12 pm Post subject: |
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GiffE wrote: | Code: | (self.magazine_wep_2 == MSG_BROADCAST) |
I also love the complete disregard for frag.machine's explanation of how to do it.
If you want to have code you can UNDERSTAND... don't go and decompile it out of someone else's mod.  |
wait so i delete msg_broadcast or something? |
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Tue Jun 15, 2010 1:45 am Post subject: |
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ThePlasticBling wrote: | GiffE wrote: | Code: | (self.magazine_wep_2 == MSG_BROADCAST) |
I also love the complete disregard for frag.machine's explanation of how to do it.
If you want to have code you can UNDERSTAND... don't go and decompile it out of someone else's mod.  |
wait so i delete msg_broadcast or something? |
No. You just must go to learn QuakeC first.
One thing is when someone is learning how to program in QuakeC, and then stumbles in something not so obvious and need help from somebody more experient. There are nothing wrong on it, and in fact we are glad to help anyone in this case.
Other thing is what you're doing here: you decompiled someone else mod, and is trying to create something with Ctrl + C / Ctrl + V, messing up with large chunks of code without a real clue about what are you doing. Not surprisingly, things just don't work. And you are expecting us to solve this, while you don't even try to follow any of our advices. You're not doing better than a monkey banging a keyboard this way. (BTW, there's an urban legend that says Microsoft created Windows this way, and that would explain why Windows Vista took so long and smells so badly).
Once again: stop. Go learn how to program. Then go learn QuakeC. Then, after you acquire knowledge enough to understand what are you doing and to understand the instructions people are giving to you, feel free to come back and ask your questions. But is more likely that you'll figure things out by yourself then.
Either way, good luck. _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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