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The_Mechanix
Joined: 04 May 2008 Posts: 3
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Posted: Sun May 04, 2008 3:35 am Post subject: quake 1 coding help |
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ok i am making mod for quake called psp halo. we are trying to change the names of the weapons as they show up on the screen (when you pick it up it says battle rifle instead of super nail gun) i am having problems finding the area where to edit can someone help me? |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Sun May 04, 2008 6:50 am Post subject: |
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it's all in items.qc _________________
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The_Mechanix
Joined: 04 May 2008 Posts: 3
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Posted: Mon May 05, 2008 4:59 am Post subject: |
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leileilol wrote: | it's all in items.qc |
thank you much i got it to work. and is there a way to limit the amount of weapons i can hold at one time. like can i only hold 2 weapons at a time, then press a button to discard one for another like a trade? |
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ShoTro

Joined: 18 Mar 2008 Posts: 61 Location: Virginia, USA
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Posted: Mon May 05, 2008 1:14 pm Post subject: |
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The_Mechanix wrote: | thank you much i got it to work. and is there a way to limit the amount of weapons i can hold at one time. like can i only hold 2 weapons at a time, then press a button to discard one for another like a trade? |
Ok, I haven't enough, or any experience in almost 8 years with .qc so I am a bit fuzzy, but I think you would have to basically program out all the weapons for the player then simply limit their access to them using Impulses.
Meaning, I think you would need to write impulses, and force the users to use a specific configuration, because, in Quake, they would be able to simply set their controls to by-pass it. I am guessing since you are making this for PSP, it would be possible to do this fairly easily.
The way you handle the switching is all up to you though.
I am wondering how you are going to pull off allowing Firing, Reloading, Melee and Grenades at the same time, if you figure it out, please post some code or make a tutorial, it would be very interesting to quite a few people. _________________ Shoot everything that moves. When it stops moving shoot it again just for good measure. |
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jim

Joined: 05 Aug 2005 Posts: 400 Location: In The Sun
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Posted: Mon May 05, 2008 1:59 pm Post subject: |
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I'm working on something similar, but it's still quite messy system. It could "easily" be modded to have limits on amounts of weapons carried by player (which I've had in mind to do), since it already counts how many weapons of a kind player carries... Will probably take a month to get it into a stage I could write a tutorial of it and maybe another month to actually write it..
So I'll conclude my post by saying, it's possible  _________________ zbang! |
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Mon May 05, 2008 4:47 pm Post subject: |
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The_Mechanix wrote: | thank you much i got it to work. and is there a way to limit the amount of weapons i can hold at one time. like can i only hold 2 weapons at a time, then press a button to discard one for another like a trade? |
I have a mod that does just that (Monster Swarm). It uses weapon slots 1-5, but you could easily restrict it even smaller than that. You basically hold the shift key and press a number key to swap out the weapon in that slot for the weapon you're looking at.
If you want, I could e-mail it to you (currently I don't have it uploaded anywhere). _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Mon May 05, 2008 6:55 pm Post subject: |
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The_Mechanix wrote: | thank you much i got it to work. and is there a way to limit the amount of weapons i can hold at one time. like can i only hold 2 weapons at a time, then press a button to discard one for another like a trade? |
This can be done many ways very easily.
ShoTro wrote: |
I am wondering how you are going to pull off allowing Firing, Reloading, Melee and Grenades at the same time, if you figure it out, please post some code or make a tutorial, it would be very interesting to quite a few people. |
This too is also very easy to impliment provided you have the needed frames on the v_weapon and player model. (*shameless p1mpage*) My own QSR impliments three of those very four items you mention. (*end shameless p1mpage*) Depending on how you want to do it, you can either add another impulse for doing melee / gunbutting or even do it automatically when in range ala RenegadeC's Stealth Quake.
Maybe I'll make some Qalo: Ballistic vs. Energy tutorial mod or something if there's any demand for it...
Wazat wrote: | If you want, I could e-mail it to you (currently I don't have it uploaded anywhere).
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If you put FBX into it, you can dump it onto the FXRC I have set up here:
http://tlb.quakedev.com/files/fbxways/
Just use the submit link. (Note: This is not for abuse, only mods and wayfiles with / for FBX. If you have files that are larger than 500kb, let me know and I'll increase the max filesize limit.) _________________ "Roboto suggests Plasma Bazooka." |
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The_Mechanix
Joined: 04 May 2008 Posts: 3
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Posted: Tue May 06, 2008 2:00 am Post subject: |
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thank you for the help people. it would make it easier for me to get this project running with the codes if i talked to you over a msn type thing. add me/
im_2_dumb_2_live@hotmail.com(dont ask its old)
my coder dropped the project and i cannot do this alone i need your help thank you very much.
and actually the game needs a full time coder can someone help me i tried the radar and it ended with failure. |
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