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ThePlasticBling
Joined: 04 Jun 2010 Posts: 30
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Posted: Fri Jun 11, 2010 5:26 pm Post subject: |
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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  |
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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ThePlasticBling
Joined: 04 Jun 2010 Posts: 30
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Posted: Fri Jun 11, 2010 5:38 pm Post subject: |
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ceriux wrote: | im 21 im in a vocational school  |
im 14 im going to be in high school next year.
big step for me  |
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Fri Jun 11, 2010 6:49 pm Post subject: |
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ThePlasticBling wrote: | ok. so now i got an aiming impulse working
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. _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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ThePlasticBling
Joined: 04 Jun 2010 Posts: 30
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Posted: Fri Jun 11, 2010 7:11 pm Post subject: |
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frag.machine wrote: | ThePlasticBling wrote: | ok. so now i got an aiming impulse working
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
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Posted: Fri Jun 11, 2010 9:17 pm Post subject: |
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ThePlasticBling wrote: |
lol ur right. i have been trying stuff that isn't copy and paste, but it never compiles
btw: what part of CT are you from? (im from portland ) |
I'm from Cheshire, which is not TERRIBLY far from Portland
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!... _________________ http://www.giffe-bin.net/ |
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ThePlasticBling
Joined: 04 Jun 2010 Posts: 30
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Posted: Sat Jun 12, 2010 1:43 am Post subject: |
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GiffE wrote: | ThePlasticBling wrote: |
lol ur right. i have been trying stuff that isn't copy and paste, but it never compiles
btw: what part of CT are you from? (im from portland ) |
I'm from Cheshire, which is not TERRIBLY far from Portland
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
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Posted: Sat Jun 12, 2010 2:18 am Post subject: |
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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
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Posted: Sat Jun 12, 2010 4:23 am Post subject: |
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ThePlasticBling wrote: | GiffE wrote: | ThePlasticBling wrote: |
lol ur right. i have been trying stuff that isn't copy and paste, but it never compiles
btw: what part of CT are you from? (im from portland ) |
I'm from Cheshire, which is not TERRIBLY far from Portland
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  _________________ http://www.giffe-bin.net/ |
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ThePlasticBling
Joined: 04 Jun 2010 Posts: 30
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Posted: Sat Jun 12, 2010 12:49 pm Post subject: |
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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
btw: what part of CT are you from? (im from portland ) |
I'm from Cheshire, which is not TERRIBLY far from Portland
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  |
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
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Posted: Sat Jun 12, 2010 6:55 pm Post subject: |
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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
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Posted: Sat Jun 12, 2010 8:13 pm Post subject: |
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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
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Posted: Sat Jun 12, 2010 8:45 pm Post subject: |
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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
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Posted: Sun Jun 13, 2010 4:46 pm Post subject: |
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anybody here...? |
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ThePlasticBling
Joined: 04 Jun 2010 Posts: 30
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Posted: Sun Jun 13, 2010 8:00 pm Post subject: |
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hello? i can use some help |
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