Inside3D!
     

Issue with Class and NEW weapon type...

 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> QuakeC Programming
View previous topic :: View next topic  
Author Message
ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Sun Oct 18, 2009 2:54 am    Post subject: Issue with Class and NEW weapon type... Reply with quote

anyways guys i think iv been trying to fix this on my own for well over an hour... iv asked on irc and it seems like i might have been ignored (although the people who would have helped might have been idle...) So im posting this here.

basically iv added in a new sniper weapon... the weapon works fine accept for when its applied to my class. all other vanilla quake weapons work fine even after being edited. iv made a video explaining everything and a pastebin post. so as you can tell i really need help fixing this i cannot figure it out... iv put a good amount of effort in just getting up enough data to really show the problems im having so hopefully you can see that im really having an issue and not just asking people to do things for me. anyways ....

here's the links

Pastebin ( functions in which i think the problems are ) : http://pastebin.com/m72170ec8

youtube video with commentary on whats happening : http://www.youtube.com/watch?v=uCGQEIbY_7g
_________________
QuakeDB - Quake ModDB Group
Back to top
View user's profile Send private message Yahoo Messenger
Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Sun Oct 18, 2009 3:14 am    Post subject: Reply with quote

Try setting parm8 to IT_SNIPER or IT_AXE, if I'm not mistaken that's probably what's causing it. If not, then I need to see more, but somebody else might not have to Wink
Back to top
View user's profile Send private message
ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Sun Oct 18, 2009 3:43 am    Post subject: Reply with quote

ahh thanks that fixed my weapon spawning issue =)


but now i made my own weapon cycle code and once again it works for ALL weapons but the sniper , actually the sniper crashes the game/server.


here's my cycle wep code :

Code:
/*
============
CycleWeaponCommand

Go to the next weapon with ammo
============
*/
void() CycleWeaponCommand =
{
   local   float   it, am;
   
   it = self.items;
   self.impulse = 0;
   
   while (1)
   {
      am = 0;

   if (self.pclass == 1 && self.weapon == IT_AXE)
   {
      self.weapon == IT_NAILGUN;
      am = 1;
   }
   else if (self.pclass == 1 && self.weapon == IT_NAILGUN)
   {
      self.weapon == IT_AXE;
   }
   if (self.pclass == 2 && self.weapon == IT_AXE)
   {
      self.weapon == IT_SNIPER;
      am = 1;
   }
   else if (self.pclass == 2 && self.weapon == IT_SNIPER)
   {
      self.weapon == IT_AXE;
   }
   if (self.pclass == 3 && self.weapon == IT_AXE)
   {
      self.weapon == IT_SHOTGUN;
      am = 1;
   }
   else if (self.pclass == 3 && self.weapon == IT_SHOTGUN)
   {
      self.weapon == IT_AXE;
   }
   if (self.pclass == 4 && self.weapon == IT_AXE)
   {
      self.weapon == IT_ROCKET_LAUNCHER;
      am = 1;
   }
   else if (self.pclass == 4 && self.weapon == IT_ROCKET_LAUNCHER)
   {
      self.weapon == IT_AXE;
   }
   
      if ( (it & self.weapon) && am == 0)
      {
         W_SetCurrentAmmo ();
         return;
      }
   }

};

/*
============
CycleWeaponReverseCommand

Go to the prev weapon with ammo
============
*/
void() CycleWeaponReverseCommand =
{
   local   float   it, am;
   
   it = self.items;
   self.impulse = 0;

   while (1)
   {
      am = 0;

      if (self.pclass == 1 && self.weapon == IT_AXE)
   {
      self.weapon == IT_NAILGUN;
      am = 1;
   }
   else if (self.pclass == 1 && self.weapon == IT_NAILGUN)
   {
      self.weapon == IT_AXE;
   }
   if (self.pclass == 2 && self.weapon == IT_AXE)
   {
      self.weapon == IT_SNIPER;
      am = 1;
   }
   else if (self.pclass == 2 && self.weapon == IT_SNIPER)
   {
      self.weapon == IT_AXE;
   }
   if (self.pclass == 3 && self.weapon == IT_AXE)
   {
      self.weapon == IT_SHOTGUN;
      am = 1;
   }
   else if (self.pclass == 3 && self.weapon == IT_SHOTGUN)
   {
      self.weapon == IT_AXE;
   }
   if (self.pclass == 4 && self.weapon == IT_AXE)
   {
      self.weapon == IT_ROCKET_LAUNCHER;
      am = 1;
   }
   else if (self.pclass == 4 && self.weapon == IT_ROCKET_LAUNCHER)
   {
      self.weapon == IT_AXE;
   }
   
      if ( (it & self.weapon) && am == 0)
      {
         W_SetCurrentAmmo ();
         return;
      }
   }

};



EDIT: Im pretty sure parm 8 has to remain self.weapon. my weapon cycle code causes all classes to crash since i applied it to them.
_________________
QuakeDB - Quake ModDB Group
Back to top
View user's profile Send private message Yahoo Messenger
Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Sun Oct 18, 2009 4:11 am    Post subject: Reply with quote

parm8 should remain self.weapon on level exit, only IT_AXE or IT_SNIPER when first created.. Though your new problem, I don't have time to look at it, but you're probably creating an infinite loop with the while (1). I dunno if Quake can escape an infinite loop in QC or not.
Back to top
View user's profile Send private message
ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Sun Oct 18, 2009 4:46 am    Post subject: Reply with quote

its ok i got the scroll fixed and the spawn fixed minus still with the sniper class.... for some reason the sniper still spawns with the shotgun i have an idea on what it might be so im going to check it out before i post anything else. thanks again Downsider!


No... not fixed... Downsider if i sent you my source. could you take a look at it? everythings been working perfectly till i decide to do the easiest thing around "add a new weapon" -.-
_________________
QuakeDB - Quake ModDB Group
Back to top
View user's profile Send private message Yahoo Messenger
Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Sun Oct 18, 2009 12:04 pm    Post subject: Reply with quote

Of course. You helped me with getting my model into Quake, so I can surely help you Smile
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> QuakeC Programming All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group