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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Tue Apr 05, 2005 2:03 pm Post subject: Demos at the end please! |
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Is it possible to play a number of demos at the end of a level/game etc - it would be right at the end, so nothing, parms etc, would need to be saved?
Thank you.
Me. _________________ my site |
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Tue Apr 05, 2005 3:10 pm Post subject: |
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Well, you can stuffcmd to the player "playdemo demoname", but after that it might be a fight to give control back to the player, since I don't think demos can initiate map changes, and once that demo is playing your current QC loses control.
Maybe you could do something like:
stuffcmd(player, "playdemo endingA; wait 330; map town");
which would presumably play the demo, wait 5 and a half minutes, and go to the town map. _________________ 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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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Tue Apr 05, 2005 3:57 pm Post subject: |
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Wazat, you should know that demos can very well initate map changes, and whatnot
I'm not entirely sure how it's done, but I know some old mods do this. Best guess is that there's quite simply a "changelevel blah" at the end... _________________ Look out for Twigboy |
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LordHavoc
Joined: 05 Nov 2004 Posts: 243 Location: western Oregon, USA
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Posted: Tue Apr 05, 2005 4:19 pm Post subject: Re: Demos at the end please! |
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ajay wrote: | Is it possible to play a number of demos at the end of a level/game etc - it would be right at the end, so nothing, parms etc, would need to be saved?
Thank you.
Me. |
call stuffcmd at the end of the demo, that will write a svc_stuffcmd message into the demo which will do whatever you want, Nehahra used this to end its cutscenes and go back into the game (note: it stored all the parms off into cvars so they'd survive the cutscene, and restored them on entering the new level). |
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Gilgamesh
Joined: 26 Oct 2004 Posts: 67 Location: Brazil
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Posted: Tue Apr 05, 2005 6:18 pm Post subject: Re: Demos at the end please! |
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LordHavoc wrote: | ajay wrote: | Is it possible to play a number of demos at the end of a level/game etc - it would be right at the end, so nothing, parms etc, would need to be saved?
Thank you.
Me. |
call stuffcmd at the end of the demo, that will write a svc_stuffcmd message into the demo which will do whatever you want, Nehahra used this to end its cutscenes and go back into the game (note: it stored all the parms off into cvars so they'd survive the cutscene, and restored them on entering the new level). |
So, if we use a alias like "demo_ended" and stuffcmd it, we can change it before the demo initiates, giving use a "reusable" demo? Nice! _________________ #EOP |
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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Tue Apr 05, 2005 7:36 pm Post subject: |
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Thanks everyone, I've got it running one demo, but I can't get it to return back to a level, or play another demo.
This is really interesting:
Quote: | call stuffcmd at the end of the demo, that will write a svc_stuffcmd message into the demo |
But although I partly get it, it's kind of outside of what I can freely write myself, could someone write an example?
Sorry and thanks  _________________ my site |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Tue Apr 05, 2005 10:43 pm Post subject: |
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I believe making a demo call a map back is done via one of the demo utilities that have been released by third parties... basically, a 'map level' stuff can be added at the end of the demo. I think that's also how they did successions of demos (other than startdemos) _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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Kools
Joined: 05 Jan 2005 Posts: 37 Location: The Netherlands
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Posted: Sat Apr 09, 2005 1:31 pm Post subject: |
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Keygrip works well for such things. _________________ Forum lurker |
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