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help change starting weapons

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Hazematman Joined: 15 Jul 2010 Posts: 31 |

Posted: Thu Jul 15, 2010 6:04 pm Post subject: help change starting weapons |

Hey just a quick question, which quake C file contains the code that tells you which weapons to start with, or is that coded into the engine?

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

Posted: Thu Jul 15, 2010 6:10 pm Post subject: |

Code:
oid() SetChangeParms = { if (self.health <= 0) { SetNewParms ();
return;
}
// remove items
self.items = self.items - (self.items &
(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) );
// cap super health
if (self.health > 100)
self.health = 100;
if (self.health < 50)
self.health = 50;
parm1 = self.items;
parm2 = self.health;
parm3 = self.armorvalue;
if (self.ammo_shells < 25)
parm4 = 25;
else
parm4 = self.ammo_shells;
parm5 = self.ammo_nails;
parm6 = self.ammo_rockets;
parm7 = self.ammo_cells;
parm8 = self.weapon;
parm9 = self.armortype * 100;
};
void() SetNewParms =
{
parm1 = IT_SHOTGUN | IT_AXE;
parm2 = 100;
parm3 = 0;
parm4 = 25;
parm5 = 0;
parm6 = 0;
parm7 = 0;
parm8 = 1;
parm9 = 0;
};
void() DecodeLevelParms =
{
if (serverflags)
{
if (world.model == "maps/start.bsp")
SetNewParms (); // take away all stuff on starting new episode
}
self.items = parm1;
self.health = parm2;
self.armorvalue = parm3;
self.ammo_shells = parm4;
self.ammo_nails = parm5;
self.ammo_rockets = parm6;
self.ammo_cells = parm7;
self.weapon = parm8;
self.armortype = parm9 * 0.01;
};

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Thu Jul 15, 2010 6:18 pm Post subject: Re: help change starting weapons |

Hazematman wrote:
which quake C file

client.qc
answered!
_________________

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Hazematman Joined: 15 Jul 2010 Posts: 31 |

Posted: Thu Jul 15, 2010 6:19 pm Post subject: |

Ok much appreciated for telling me the file. thanks!

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Mexicouger Joined: 01 May 2010 Posts: 129 |

Posted: Thu Jul 15, 2010 10:58 pm Post subject: |

You need to modify this stuff in Client.qc

Code:
void() SetNewParms = { parm1 = IT_SHOTGUN; // Modify this little piece to whatever weapon you want parm2 = 99; parm3 = 0;
parm4 = 100;
parm5 = 1;
parm6 = 0;
parm7 = 0;
parm8 = 1; //This is the actual weapon you start with. 1= IT_SHOTGUN
parm9 = 0;
parm10 = 0;
};

To add weapons to start with, in parm1, Do this:

Code:
parm1 = IT_SHOTGUN | IT_AXE | IT_ROCKET_LAUNCHER;

| means or. So you can cycle between any of the weapons you add. Still learning myself
_________________
Gosh... debby ryan Is hot. I swear I will mary her...
My project Prime for psp:
http://www.moddb.com/games/primepsp1
We have a website, But are getting a new one.

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Fri Jul 16, 2010 12:53 am Post subject: Re: help change starting weapons |

Hazematman wrote:
Hey just a quick question, which quake C file contains the code that tells you which weapons to start with, or is that coded into the engine?

Hazematman ...
Could you post these questions in the QuakeC section in the future?
Because you aren't posting a tutorial and they really don't go here.
I know you are new, it's no big deal. But still this section is for posting tutorials.
_________________
Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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Hazematman Joined: 15 Jul 2010 Posts: 31 |

Posted: Fri Jul 16, 2010 12:55 am Post subject: |

Ok, I did not know that il post my next question in that section. thanks for telling me.

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