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RooT

Joined: 07 Sep 2005 Posts: 40
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Posted: Sat Sep 10, 2005 5:34 am Post subject: you must be getting sick of me by now |
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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 but i cant get rid of the damn scope. i spent a good hour at it!
not really my code just an example
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 _________________ My mod site!
Mod Status:
Turret Defense: 30%
UPS: 45% |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Sat Sep 10, 2005 9:00 am Post subject: |
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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. _________________ 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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RooT

Joined: 07 Sep 2005 Posts: 40
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Posted: Sat Sep 10, 2005 5:54 pm Post subject: |
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i would hug you if i could... and you were a foxy young lady... thanks hah
-Root one _________________ My mod site!
Mod Status:
Turret Defense: 30%
UPS: 45% |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Sat Sep 10, 2005 6:33 pm Post subject: |
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Quake v1.08 implemented .float maxspeed ages ago. _________________
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Sat Sep 10, 2005 7:40 pm Post subject: |
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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
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Posted: Wed Sep 14, 2005 5:47 pm Post subject: |
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why's .float maxspeed defined in the mission pack source then _________________
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FrikaC Site Admin

Joined: 08 Oct 2004 Posts: 947
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