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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12547191 views, last view: 11/05/2024 04:56

for questions, announcements etc.

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#10892: Re: ..

by noerrorsfound(deletescookies) on 07/10/2008 06:43, refers to #10891

There are better native clients for Linux, though, so there's no need for that.

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#10893: Re: ..

by Red October on 07/10/2008 13:09, refers to #10876

SheeEttin: I searched through the project files for commands relating to armour, and found none.

Right now what I'm thinking is that for a reload function, a simple solution would be to turn armour into reserve ammo; when you reload, your clip ammo returns to full while your reserve ammo/armour decreases by the same amount.
I could edit the line that allows armour to absorb hits so that it doesn't do so, effectively turning armour into ammo.

I'm pretty sure this would all have to be done in C++, in which case I need to know how to get COMMAND(reload, "") working (gives me an error right now).

Thanks,
RO

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#10894: Re: ..

by SheeEttin on 07/10/2008 15:33, refers to #10893

Probably because armor is an entity. :)
Good luck with messing with entities. Every time I've tried, I've failed miserably.

Making a reload command shouldn't be too hard. Just follow the same form as the other commands and it should work fine.

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#10895: Re: ..

by Quin on 07/11/2008 04:48, refers to #10893

Ok, I'm gonna step in and suggest you may be a little over your head for the moment. Things like health, armour, and ammo are regulated by the server and needs to be updated as such.

This was the original problem Acord had with reloading in Blood Frontier, he never sent a message to the server telling it to update the ammo, so while the client thinks it has ammo, the server says they don't and refuses to pass on shooting messages.

As for your problem with the COMMAND macro, this is a common problem, but really requires an understanding of C++ to fully grasp. Due to the way the ident macros use classes, there is an alternate way to create them for inline use within another class (like fpsclient). Look at the top of each of the files in the fpsgame directory; You'll notice the use of IVAR and CCOMMAND instead (extra 'C'), the latter requires they be defined inside the constructor.

Now, if all that goes over your head, you'll understand why I usually just say "go learn C++" to people :P It becomes worse with Sauerbraten, because working with it is almost an artform.

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#10896: Player Speed?

by HaXBoX on 07/12/2008 14:28

How do i adjust the player speed?
i also want to adjust player cam height
please help an noob out :P Thanks

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#10897: Re: Player Speed?

by steve_e on 07/12/2008 15:10, refers to #10896

gamespeed x

set this in your map's .cfg or type into the console.

Don't think the second is possible (cam height)

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#10898: mapcfg binds

by -Redon- on 07/12/2008 17:00

why can\'t a map cfg file override a bind?
I need a bind on Q (showgui PDA) for my new SP map, how can i make the bind work for everyone?

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#10899: Please help an noob

by HaXBoX on 07/12/2008 17:38

how do i adjust movement speed?
i really need this

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#10900: ..

by Max of S2D [Fr] on 07/12/2008 17:46

That error is the lulz:

http://maxofs2d.free.fr/files/noerror.png

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#10901: Re: mapcfg binds

by SheeEttin on 07/12/2008 18:02, refers to #10898

Pop up a GUI at the map start that suggests the player bind your command to a key.
You don't just want to blindly write over whatever they have bound to Q. They might enjoy playing Q-caps lock-A-S instead of WASD, and that would be very bad.

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#10902: Re: mapcfg binds

by tentus_ on 07/12/2008 18:38, refers to #10901

Correct. Look at the Portal maps on Quadropolis for examples of how the mappers needed to make some rebinds, and asked permission from the player to do so. Be sure to have a way for the player to go back to their old binds (or the defaults) at the end of the level or something.

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#10903: quick questions

by jzman3 on 07/12/2008 20:53

Ive got three questions.

1. How can i post a message on the HUD console and let the player post a reply.

2. When the player falls off a cliff or makes a large jump, is there any way i can take away some health.

3. If possible is there any way i can implement god rays into the game. Here is an example. http://www.seekgodfirst.net/bigstockphoto_Rays_Of_The_Sun_73840.jpg

Thanks.

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#10904: Re: ..

by noerrorsfound(deletescookies) on 07/12/2008 21:11, refers to #10900

That's definitely my favorite type of error.

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#10905: Re: quick questions

by SheeEttin on 07/12/2008 22:22, refers to #10903

1. Source modifications. You'll have to figure this out for yourself (not because I'm mean, because I don't know.)

2. See 1.

3. Your best bet is a translucent mapmodel (is that possible?). Make a simple trapezoidal model, a nice sunbeamy skin, and transparency. (I don't know if this is possible, but that's how I'd do it.)

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#10906: Re: quick questions

by jzman3 on 07/13/2008 03:31, refers to #10905

Thanks. I will try that. If any knows the game engines source, i have found where i can subtract the health. In engine\physics.cpp line 1285 i can add some code like this : PlayerHealth = PlayerHealth - 1; But i dont know the varible that effects the players health.

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#10907: Re: quick questions

by SheeEttin on 07/13/2008 04:44, refers to #10906

Work backwards. Find somewhere you know the health is being referenced (e.g. health boosts, pickups, HUD drawing) and work from there.

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#10908: Scripting a cube change?

by Mr. M on 07/13/2008 05:18

I was curious if there was any known way to script a cube change. An example: Player A uses object B. A cube deformation happens at location C, such as a cube being raised, changed in texture, etc...

Basically I\'m looking for a method to allow scripted building of \'objects\' in the game without allowing full blown editing of the map.

Any ideas?

P.S. I did take a look around the forums, but I wasn\'t able to find an answer, even if it is there...

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#10909: ..

by Osbios on 07/13/2008 08:18

@Mr. M:
This is not really the case. You can't script random changes on the map. And even if you could the problem of destroyed lightmaps and no longer optimized geometry will hunt you down.

So its not possible right now.

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#10910: Mac Server

by Floppy on 07/13/2008 19:06

Hello,

I am running Mac OS X 10.5 and want to make a server. I have searched the web for guides but have found nothing on how to do it on a mac.

Could someone point me to a guide or tell me.

Thanks,

Floppy

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#10911: Re: Mac Server

by SanHolo on 07/13/2008 20:08, refers to #10910

Start the Sauerbraten Launcher. Select the "Server" Tab. Enter a name and other variables. Hit "Start". Done.

Make sure you forward (or trigger) ports 28765 and 28766 from your Router to your Mac. This is done in the Settings of the Router.

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