Originally posted by talisa

I'll let mappers decide if they want clean or filthy items based on the theme of their maps. I'm going to do this for all items. I'm working on the rotten health box now. I also plan to add small health packs that give 5 health each, and possibly armor shards like in q2.
Today, however, all I accomplished was finding and fixing bugs that started popping up with the FrikBots on the vanilla engine. A little modification within the bot QC to address the new RiftQuake player models was the culprit. Figured it out after hours of trial and error. The biggest lesson I've learned so far is don't test your mods with enhanced engines if you want faithful engines to handle it too.
I have a question for Seven or Spike or someone who knows QC much better than me. I successfully coded 2 new commands for the Deathmatch side of the mod: "weapon" (<= 0 spawns player with Shotgun, > 0 spawns with Assault Rifle) and "switch" (<=0 allows classic Quake weapon switching when picking up a 'better' weapon, > 0 disables this entirely). Having only focused on DarkPlaces up until recently, I thought nothing of creating the new cvars through the engine. However, as I found out today, this is a DP feature. As far as I can tell, you cannot create custom cvars in vanilla engines such as QuakeSpasm. I can't use the "saved" or "scratch" cvars, as FrikaC's code uses all of these for the FrikBots.
So my question is this: Is there a way I'm not aware of to set new cvars in faithful engines, or is this handled exclusively in the engine's source code? If not, is there a way I can implement these with Impulse commands? (these commands need to be toggled on or off, and Impulse commands only fire once).
Sorry to sound like rookie, but...I am

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