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RooT



Joined: 07 Sep 2005
Posts: 40

PostPosted: Sat Sep 10, 2005 5:34 am    Post subject: you must be getting sick of me by now Reply with quote

Embarassed

well i have a simpler question this time, just wondering if there is a max velocity for object to travel at. i seem to be in a bit of a hole here trying to make a projectile firing sniper rifle, i mean it works and quite well, but the "bullet" fires at a speed i cannot seem to increase. well thats it now, unless you can help with my other problem, a bit more complex. i made a mdl spawn infront of the player as a scope for the sniper rifle, works great thanks to wazat Very Happy but i cant get rid of the damn scope. i spent a good hour at it!
not really my code just an exampleRolling Eyes

scopeCheck =
{
if(self.owner.scoped == 1)
return;
if (self.owner.scoped == 2)
called when shoots gun
self.owner.zoomview = 1;
remove(self);

};



make scope =
}
scope = spawn();
scope.viewclientWHATEVER = self;
blah blah;
scope.owner = self;
scope.scoped = 1;
scope.think = scopeCheck;
scope.nextthink = time + 0.1;

};
any ideas? mail me for more specifics i know this is poor lol


one more thing lol sorry if this is explained in dpextension, but limiting player movement speed, a lil help? hah im guna get banned from this forum for all my questions..

-Root one
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Sat Sep 10, 2005 9:00 am    Post subject: Reply with quote

sv_maxvelocity cvar. Its default is 2000 I think, which is 2000 quake units per second, which is not fast enough for a bullet (which should generally travel 6000-15000 quake units per second depending on your scale)

As for the scope stuff... all you have to do is remove the scope entity and it will disappear. In your code, you are setting the 'scoped' field on the scope entity to 1. Then the think the function, in which self refers to the scope, you are using 'self.owner.scoped', when the scoped field was set on the scope, not its owner. Also, you're checking if scoped == 2, and I don't see anywhere where it is actually set to 2 so that code could be run...

Player movement speed cvars:
'cl_forwardspeed' sets forward speed
'cl_sidespeed' sets left/right strafe speed
'cl_backspeed' sets backward speed
'cl_upspeed' sets up/down speed when noclipping/flying/swimming
'cl_yawspeed' sets keyboard left/right turning speed
'cl_pitchspeed' sets keyboard up/down turning speed

All those cvars are client side. Clients send 'ideal speed' values for each direction to the server (not simply whether the movement buttons are up or down.. which I find a little silly). The server limits the final speed with the 'sv_maxspeed' cvar.
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RooT



Joined: 07 Sep 2005
Posts: 40

PostPosted: Sat Sep 10, 2005 5:54 pm    Post subject: Reply with quote

i would hug you if i could... and you were a foxy young lady... Laughing thanks hah
-Root one
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leileilol



Joined: 15 Oct 2004
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PostPosted: Sat Sep 10, 2005 6:33 pm    Post subject: Reply with quote

Quake v1.08 implemented .float maxspeed ages ago.
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Sat Sep 10, 2005 7:40 pm    Post subject: Reply with quote

CheapAlert:
Wrong. QuakeWorld has a .float maxspeed. Quake does not.
Even DarkPlaces doesn't support it.

FTE does, but that's because FTE is simply a QW engine that's able to run normal Quake mods.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Wed Sep 14, 2005 5:47 pm    Post subject: Reply with quote

why's .float maxspeed defined in the mission pack source then
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FrikaC
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Joined: 08 Oct 2004
Posts: 947

PostPosted: Wed Sep 14, 2005 6:37 pm    Post subject: Reply with quote

Which mission pack source? It's in neither of the ones found here:

http://wiki.quakesrc.org/index.php/Downloads
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