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InsideQC Forums • View topic - Limiting velocity

Limiting velocity

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Limiting velocity

Postby SkinnedAlive » Mon Sep 07, 2009 12:27 pm

Last edited by SkinnedAlive on Mon Sep 07, 2009 2:16 pm, edited 1 time in total.
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Postby GiffE » Mon Sep 07, 2009 1:53 pm

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Postby Spike » Mon Sep 07, 2009 4:54 pm

.
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Postby SkinnedAlive » Sat Sep 12, 2009 8:39 pm

Thank you for your help. I eventually achieved this with LordHavoc's sv_user.qc.

I have another question though; how would I find out whether the player is running (using +speed) or not via the QC. Is there an easy way to do this or am I going to have to go to the trouble of learning CSQC (CSQC_ConsoleCommand?) or making my own run button via impulse commands?
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Postby ceriux » Sat Sep 12, 2009 10:06 pm

couldnt you just force always run off then set up an impulse for your run?
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Postby SkinnedAlive » Sat Sep 12, 2009 10:36 pm

I could, but the redundancy of having multiple run commands in place is really awkward and I'd like to avoid having extra commands to bind if at all possible.

I guess I may just have to suck it up and do that though...
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Postby Supa » Tue Sep 15, 2009 9:32 pm

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Postby SkinnedAlive » Tue Sep 15, 2009 10:04 pm

Thanks for the comprehensive explanation, Supa! In the end I had to go for making my own run impulse (yet another key to bind :( ) but it works beautifully now.

On another note (rather than make a new thread about it), Darkplaces seems to be throwing up these warnings a lot of the time when the game is saved: "PRVM_GetString: Invalid temp-string offset (0 >= 0 vm_tempstringsbuf.cursize)"

Anybody have any idea what this is about? I'm pretty sure it's my mod's doing.
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Postby r00k » Wed Sep 16, 2009 3:24 am

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Postby SkinnedAlive » Thu Sep 17, 2009 11:14 am

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Postby Lardarse » Sat Sep 19, 2009 1:23 pm

Roaming status: Testing and documentation
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Postby r00k » Sat Sep 19, 2009 5:43 pm

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Postby ceriux » Tue Oct 20, 2009 2:35 pm

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