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How to make an aim command?
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ThePlasticBling



Joined: 04 Jun 2010
Posts: 30

PostPosted: Fri Jun 11, 2010 5:26 pm    Post subject: Reply with quote

ceriux wrote:
hey man try doing some menu tutorials iv developed my own form of menu's that was derived from the menu tutorials here. honestly i found that the menu tutorials are a good basic way to learn things like what .floats are and what not. ( and if you dont understand the difference between .float and float is "float" is for everything is global ".float" is for things like the player or his weapon, it really depends on the entitie its applied to. just keep trying . start with simpler mods and just reading through the .qc source till you start to realize what its actually saying. once you get used to .qc its almost like your reading a book and then writing a sentance. =) believe me i was in a similar state your in atm but i was just persistant try getting on irc i found its a little bit easier to learn if you can get someone there to explain things to you in real time. rather than spaced posts. good luck i hope you get better. maybe we can help each other out once i get out of school here in a month or so. =) once again GOOD LUCK and keep trying.


ok i will try them. i already got out of school Smile
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ceriux



Joined: 06 Sep 2008
Posts: 968
Location: Florida, USA

PostPosted: Fri Jun 11, 2010 5:36 pm    Post subject: Reply with quote

im 21 im in a vocational school Confused
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ThePlasticBling



Joined: 04 Jun 2010
Posts: 30

PostPosted: Fri Jun 11, 2010 5:38 pm    Post subject: Reply with quote

ceriux wrote:
im 21 im in a vocational school Confused


im 14 im going to be in high school next year.

big step for me Very Happy
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Fri Jun 11, 2010 6:49 pm    Post subject: Reply with quote

ThePlasticBling wrote:
ok. so now i got an aiming impulse working Very Happy

but the only problem is that when i shoot while the aiming model is showing, it turns back to the regular model thats not aiming. any ideas?


If you made it like in the example I passed (?), just set .iron_sight back to 1 after shooting.
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ThePlasticBling



Joined: 04 Jun 2010
Posts: 30

PostPosted: Fri Jun 11, 2010 7:11 pm    Post subject: Reply with quote

frag.machine wrote:
ThePlasticBling wrote:
ok. so now i got an aiming impulse working Very Happy

but the only problem is that when i shoot while the aiming model is showing, it turns back to the regular model thats not aiming. any ideas?


If you made it like in the example I passed (?), just set .iron_sight back to 1 after shooting.


no actually i made a w_aimweapon function that changes to a different aiming model for each weapon when impulse 143 is typed.
i want to make the aim model stay until impulse 143 is typed again
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GiffE



Joined: 08 Oct 2006
Posts: 141
Location: USA, CT

PostPosted: Fri Jun 11, 2010 9:17 pm    Post subject: Reply with quote

ThePlasticBling wrote:

lol ur right. i have been trying stuff that isn't copy and paste, but it never compiles Sad

btw: what part of CT are you from? (im from portland Very Happy )


I'm from Cheshire, which is not TERRIBLY far from Portland Very Happy

One of the most important things you can learn early on is what the errors when you compile mean.
Also I would highly recommend changing your technique from changing models to changing frames, its overkill to have 2 of the same models.

For a toggle style ads, you should use 2 different impulses. One for aim and one for return to normal.

and DANG your young ThePlasticBling!...
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ThePlasticBling



Joined: 04 Jun 2010
Posts: 30

PostPosted: Sat Jun 12, 2010 1:43 am    Post subject: Reply with quote

GiffE wrote:
ThePlasticBling wrote:

lol ur right. i have been trying stuff that isn't copy and paste, but it never compiles Sad

btw: what part of CT are you from? (im from portland Very Happy )


I'm from Cheshire, which is not TERRIBLY far from Portland Very Happy

One of the most important things you can learn early on is what the errors when you compile mean.
Also I would highly recommend changing your technique from changing models to changing frames, its overkill to have 2 of the same models.

For a toggle style ads, you should use 2 different impulses. One for aim and one for return to normal.

and DANG your young ThePlasticBling!...


yeah but i think its just too much of a hasstle and too hart to make the frames. it messes up reloading
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Sat Jun 12, 2010 2:18 am    Post subject: Reply with quote

i'm 15 i'm a sophomore in high school oh dayuuuuuuum
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GiffE



Joined: 08 Oct 2006
Posts: 141
Location: USA, CT

PostPosted: Sat Jun 12, 2010 4:23 am    Post subject: Reply with quote

ThePlasticBling wrote:
GiffE wrote:
ThePlasticBling wrote:

lol ur right. i have been trying stuff that isn't copy and paste, but it never compiles Sad

btw: what part of CT are you from? (im from portland Very Happy )


I'm from Cheshire, which is not TERRIBLY far from Portland Very Happy

One of the most important things you can learn early on is what the errors when you compile mean.
Also I would highly recommend changing your technique from changing models to changing frames, its overkill to have 2 of the same models.

For a toggle style ads, you should use 2 different impulses. One for aim and one for return to normal.

and DANG your young ThePlasticBling!...


yeah but i think its just too much of a hasstle and too hart to make the frames. it messes up reloading


When you reload you should come out of iron sights and do the normal frames, the only frames in ironsights mode should be fire and idle.

And if we're all saying our age... I'm 19 and a sophmore in college Very Happy
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ThePlasticBling



Joined: 04 Jun 2010
Posts: 30

PostPosted: Sat Jun 12, 2010 12:49 pm    Post subject: Reply with quote

GiffE wrote:
ThePlasticBling wrote:
GiffE wrote:
ThePlasticBling wrote:

lol ur right. i have been trying stuff that isn't copy and paste, but it never compiles Sad

btw: what part of CT are you from? (im from portland Very Happy )


I'm from Cheshire, which is not TERRIBLY far from Portland Very Happy

One of the most important things you can learn early on is what the errors when you compile mean.
Also I would highly recommend changing your technique from changing models to changing frames, its overkill to have 2 of the same models.

For a toggle style ads, you should use 2 different impulses. One for aim and one for return to normal.

and DANG your young ThePlasticBling!...


yeah but i think its just too much of a hasstle and too hart to make the frames. it messes up reloading


When you reload you should come out of iron sights and do the normal frames, the only frames in ironsights mode should be fire and idle.

And if we're all saying our age... I'm 19 and a sophmore in college Very Happy


thats what i have. a model of aiming and it also has firing in it.
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Arkage



Joined: 19 Nov 2009
Posts: 27

PostPosted: Sat Jun 12, 2010 6:55 pm    Post subject: Reply with quote

I don't think your getting whats meant by frames. Think of frames as different models in the one model file. So if you model is called gun1.mdl and has shoot and reload frames, frames 0 to 5 could be shoot and frames 6 to 10 are idle. So if you have frames 10 to 15 firing while in iron sights and 16 to 20 is idile(don't use these as real frame numbers tho). So all you have to do is when shooting is check if .iron_sight is equal to 1. If it is use the iron sights frames (10 to 15 instead of 0 to 5). Same for the idle. Same can be applied to the reloading.

If you new to programing the best id suggest is to just read through Quake qc source, see how things are linked together don't worry if you don't get all of it, just keep trying out some tutorials here.

On the age thing I'm 18 if that means anything.
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ThePlasticBling



Joined: 04 Jun 2010
Posts: 30

PostPosted: Sat Jun 12, 2010 8:13 pm    Post subject: Reply with quote

Arkage wrote:
I don't think your getting whats meant by frames. Think of frames as different models in the one model file. So if you model is called gun1.mdl and has shoot and reload frames, frames 0 to 5 could be shoot and frames 6 to 10 are idle. So if you have frames 10 to 15 firing while in iron sights and 16 to 20 is idile(don't use these as real frame numbers tho). So all you have to do is when shooting is check if .iron_sight is equal to 1. If it is use the iron sights frames (10 to 15 instead of 0 to 5). Same for the idle. Same can be applied to the reloading.

If you new to programing the best id suggest is to just read through Quake qc source, see how things are linked together don't worry if you don't get all of it, just keep trying out some tutorials here.

On the age thing I'm 18 if that means anything.


well heres the thing: for reloading, a different model is used. for example: v_shot_rel.mdl is the model played when reloading. so that pretty much means i have to make iron sights new models, not frames.
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ThePlasticBling



Joined: 04 Jun 2010
Posts: 30

PostPosted: Sat Jun 12, 2010 8:45 pm    Post subject: Reply with quote

Arkage wrote:
I don't think your getting whats meant by frames. Think of frames as different models in the one model file. So if you model is called gun1.mdl and has shoot and reload frames, frames 0 to 5 could be shoot and frames 6 to 10 are idle. So if you have frames 10 to 15 firing while in iron sights and 16 to 20 is idile(don't use these as real frame numbers tho). So all you have to do is when shooting is check if .iron_sight is equal to 1. If it is use the iron sights frames (10 to 15 instead of 0 to 5). Same for the idle. Same can be applied to the reloading.

If you new to programing the best id suggest is to just read through Quake qc source, see how things are linked together don't worry if you don't get all of it, just keep trying out some tutorials here.

On the age thing I'm 18 if that means anything.


ok, now i have firing with the iron sights working, but when i fire with the iron sights, it is single shot, not automatic.
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ThePlasticBling



Joined: 04 Jun 2010
Posts: 30

PostPosted: Sun Jun 13, 2010 4:46 pm    Post subject: Reply with quote

anybody here...?
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ThePlasticBling



Joined: 04 Jun 2010
Posts: 30

PostPosted: Sun Jun 13, 2010 8:00 pm    Post subject: Reply with quote

hello? i can use some help
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