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InsideQC Forums • View topic - How do I make gun?

How do I make gun?

Discuss programming in the QuakeC language.

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How do I make gun?

Postby scar3crow » Tue Dec 02, 2008 5:05 pm

...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Postby ceriux » Tue Dec 02, 2008 5:17 pm

why not a community project, where we each take our skills and make part of a tutorial on how to do part of the turorial (mod) ?

also instead of implementing a new weapon why not just give us the template for a weapon that almost does nothing but basically shoot 1 bullet at a specific speed ect.... idk i also think its a good idea... because im having no issue reading and implementing any of the tutorials but hardly any of them actually sit down and "teach" me anything... i mean technically yes it does... but in a harder way... for someone to learn off of those tutorials they have to do all sorts of research (for someone with no coding knowlege ) i just now figured out what a function was a little bit ago... but i have no idea whats needed to build one... should i make a float... a .float or what? ect... or even why do i need those things just to make a functioin. electro has been helping pretty good though (thanks man).
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Postby MauveBib » Tue Dec 02, 2008 9:56 pm

Apathy Now!
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Postby redrum » Tue Dec 02, 2008 10:38 pm

Welcome to the Overlook Hotel: The-Overlook-Hotel.game-server.cc
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Postby FrikaC » Tue Dec 02, 2008 11:12 pm

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Postby Urre » Wed Dec 03, 2008 9:55 am

I learns my leet skilz @ AI Cafe, 2! Coffee ftw

Anyhow. This truly is the problem with I3D tutorials. Although there are many of them, they're only really a very complicated way to play a simple mod. You Copy&Paste finished code into the progs106 codebase, and you get say, a sniper rifle. Then what? You rarely learn stuff. The scratch tutorials were informative, but overall, if you want to learn stuff, AI Cafe is the place to be, currently.

scar3: about your idea, where should one start, and what should be the goal? My initial thought is that the idea of an interesting end result would be great, but I'm reconsidering... In the end, the most interesting tutorials for me have been the ones that taught me a lot about the language, and taught me techniques I could use for many things, and not be limited to the scope of the tutorial. My first mod was a pet fiend, which used bits and pieces from AI Cafe and other places, which turned out to be rather cool in the end. It followed invisible breadcrumbs the player dropped, and could even jump up/down to the player or enemies if it needed, and follow through teleporters. There's no tutorial which describes how to do all of this. I managed to do it because AI Cafe was a great place to learn things. I rarely actually finished any of the tutorials, as I found the end result rather uninteresting, but because Coffee explained things well enough, I could learn merely by reading. My question is wether I'm alone at this, or if other aspiring modders would also prefer more broad concepts be explained, or if they truly do prefer to mix and match their own mod from pieces of code. I wonder what teaches best in the end...
I was once a Quake modder
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Postby ceriux » Wed Dec 03, 2008 5:18 pm

you should start with explaining functions and other similar things, because i know what a function is now and where it begins and ends but it ook me awhile just to learn that... but i still dont understand what it takes to make a function. so maybe base things like that?
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Postby leileilol » Wed Dec 03, 2008 10:21 pm

I didn't learn my l33t skillz at ai cafe because when I learned them, AI Cafe didn't exist
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Postby goldenboy » Fri Dec 05, 2008 2:19 am

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Postby MauveBib » Fri Dec 05, 2008 3:02 pm

I'm going to convert my beginner Nexuix tutorials to Quake, and expand them into a series on creating a new weapon.
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Postby MauveBib » Fri Dec 05, 2008 4:32 pm

Here's the first in a series of QC tutorials for absolute beginners:

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Postby RenegadeC » Sat Dec 06, 2008 5:32 am

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