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InsideQC Forums • View topic - weapon slots

weapon slots

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weapon slots

Postby thorn3001 » Fri Aug 12, 2011 4:19 pm

Good morning everyone!

Someone can help me with my project, now almost all modern FPS have a weapons system slot, anything I can do seemed using DP.
The main character can only carry two weapons at a time and change them when there are other weapons and have a melee attack.
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Re: weapon slots

Postby Nahuel » Fri Aug 12, 2011 4:29 pm

hi, I am nahuel, I love quake and qc.
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Postby ceriux » Fri Aug 12, 2011 4:56 pm

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Postby Nahuel » Fri Aug 12, 2011 5:06 pm

hi, I am nahuel, I love quake and qc.
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Re: weapon slots

Postby Nahuel » Fri Aug 12, 2011 5:56 pm


in this mod you only can have two weapons, if you want another weapon you need drop the big weapon! enjoy
hi, I am nahuel, I love quake and qc.
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Postby thorn3001 » Fri Aug 12, 2011 6:55 pm

Thanks Nahuel,

but I really need an explanation of the code in QC
because I want to apply it in my project
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Postby Jukki » Fri Aug 12, 2011 7:07 pm

Its actualy prety simple how i didit.

aicay i just had another float (weapon_2) and i stored the weapon id there.

Then i just made switch function that switches the weapon to weapon 2 and weapon 2 with weapon.


for weapon picking up i had 3 if statements. First one was if there is no weapon_2 then make weapon_2 from weapon and made the new weapon to replace current weapon. 2 one was that if the weapon_2 or weapon is same as picking up weapon where i just gived the player the ammo, and 3 one is that if there is weapon_2 that is not same as picking up weapon, then drop weapon and replace it with new one.

It is prety simple and works fine in vanila quake too ;)
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