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Teiman
Joined: 03 Jun 2007 Posts: 309
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Posted: Thu Jan 14, 2010 1:55 pm Post subject: Emulate how console FPS's sprint |
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Some consoley FPS's like Borderlands have some interesting beavior.
You can run (sprint) and you run faster, but you can't shot. If you shot, you move slower (walk?).
I see that quake seems to support 2 speeds: theres a running, and a walking. And seems you can use shift to ....walk.
I want to change these speeds. Make walk as fast currently work run, and add a "run" (sprint) where you press "shift" to run even faster than our normal run.
I remenber theres a option for "Always run" in quake that probably sould be set to "no", then make the speed way faster, and make the speed of "walk" = the current speed for run.
Can this made just with cvars? |
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mh

Joined: 12 Jan 2008 Posts: 910
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Posted: Thu Jan 14, 2010 2:06 pm Post subject: |
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"Always run" just modifies the value of cl_forwardspeed from 200 to 400, so it seems eminently doable. The not being able to shoot part could likely be handled by inspecting the value of cl_forwardspeed and disabling firing impulses if it's higher than a certain value (or dropping cl_forwardspeed back to the low value if a firing impulse is used). _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
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Teiman
Joined: 03 Jun 2007 Posts: 309
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Posted: Thu Jan 14, 2010 4:00 pm Post subject: |
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mh wrote: | "Always run" just modifies the value of cl_forwardspeed from 200 to 400, so it seems eminently doable. The not being able to shoot part could likely be handled by inspecting the value of cl_forwardspeed and disabling firing impulses if it's higher than a certain value (or dropping cl_forwardspeed back to the low value if a firing impulse is used). |
Thanks MH. I will look into it.
While It make's FPS more lame, it also may helps then feel more real. This + a holding/unholding animation will do it. |
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