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code: q3-style 0 ammo handling for q4 (4 comments)
Posted by Keymaster @ 02:26 CDT, 13 April 2006 - iMsg
You know what I love? I love it when I shoot a guy with my last rail and the game automatically switches to something idiotic like RL and I get pwned while waiting to switch to a proper finishing weapon. Oh, you don't like that? Well then you might want to check out this post on the doom3world forums.

UPDATE: I've now whored this code around to every major Q4 mod in existence hoping that someone will share my pain and implement this fix ;)

UPDATE 2: I don't exactly agree with the xbattle team's design philosophy but their work ethic is impeccable. I posted the fix to the Q4 XBM suggestion forum and it was implemented in 1 day. Crazy!
Edited by Keymaster at 05:32 GMT, 15th Apr 2006 - 5169 Hits
annoying q4 config scripting issue (4 comments)
Posted by Keymaster @ 22:41 CDT, 2 April 2006 - iMsg
I discovered something really annoying about the way q4 handles vstr calls. I lost about 30 minutes and a few handfuls of hair debugging this issue. If you are a config scripter I highly suggest you read more in this post on the doom3world forums.
Edited by Keymaster at 03:43 GMT, 3rd Apr 2006 - 5273 Hits
teamplay config 20060209 (No comments)
Posted by Keymaster @ 16:28 CST, 9 February 2006 - iMsg
Yay an update. Here's the changelog

20060209
--------
chg: "Prepare to attack [w]" replaced with "Attack [w] at [d][d]" (suggested by cl0ck, thanks)
chg: altered visual appearance of help messages
fix: fixed a bug which could prevent multifunction binds from starting with the proper message
Edited by Keymaster at 22:29 GMT, 9th Feb 2006 - 1231 Hits
code snippet: q3-style "weapon #" cmd (1 comment)
Posted by Keymaster @ 19:10 CST, 4 February 2006 - iMsg
I was wondering exactly how easy it would be to reimplement the q3-style "weapon #" commands in q4 so I downloaded the SDK and spent a few hours screwing around with it. I found out it's insanely easy. Here's the code, enjoy.

Update: ESR annihilates whitespace, you're going to have to indent this yourself kiddies.

in source/game/gamesys/SysCmds.cpp:

add this function

--snip--
void Cmd_Weapon_f( const idCmdArgs &args ) {
idPlayer *player;
int weapon;

player = gameLocal.GetLocalPlayer();
if ( args.Argc() > 1 && player ) {
weapon = atoi( args.Argv( 1 ) );
}
else {
gameLocal.Printf( "weapon <weapon number>\n" );
return;
}

if ( weapon >= 0 && weapon <= 12 ) {
player->PerformImpulse( weapon );
return;
}
else {
gameLocal.Printf( "weapon <weapon number>\n" );
return;
}
}
--snip--

in source/game/gamesys/SysCmds.cpp:

add this line to idGameLocal::InitConsoleCommands

--snip--
cmdSystem->AddCommand( "weapon", Cmd_Weapon_f, CMD_FL_GAME, "Switches weapons");
--snip--
Edited by Keymaster at 01:18 GMT, 5th Feb 2006 - 1488 Hits
teamplay config 20060203 (3 comments)
Posted by Keymaster @ 21:38 CST, 3 February 2006 - iMsg
This is my Q4 TDM/CTF teamplay script. It includes:
* An item timer
* Enemy location messages
* EFC/enemy defender location messages
* "Available X" & "Need X" messages
* "Attack X" & "Prepare to attack X" messages

It's really complicated and you might incur serious injury when attempting to configure it. You have been warned.

P.S. Yes, I know it looks just like czm's later config. I like to think of it more as inspiration rather than theft ;)

TODO:
* Attack X at (time)
Edited by Keymaster at 18:12 GMT, 6th Feb 2006 - 1873 Hits
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