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  • #31
    Originally posted by MadGypsy View Post
    As far as I know you can make an impulse for anything. You could fill up the entire keyboard with impulses. So, my answer would be - you could have an 8 armed monster and have a button for each hand.

    Gypsy
    ^^^ ^^^

    How about a charged jump?

    Lets say I want my model(in-game) to jump 1 unit high, I tap the jump button and my model jumps 1 unit high.... but if I wanted him to jump higher I press and hold the jump button resulting in a spring bring pulled back effect... the longer I hold jump, the higher I jump... Possible? I hope so!
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    • #32
      Nextthink that checks if the button is pressed and increments or decrements velocity accordingly up to a predefined number of thinks would be my guess.
      http://www.nextgenquake.com

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      • #33
        ^Check your PM plz
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        Great Quake engine

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        • #34
          Originally posted by MadGypsy View Post
          Nextthink that checks if the button is pressed and increments or decrements velocity accordingly up to a predefined number of thinks would be my guess.
          .nextthink is usually used for animations, though in it's rudest from is just a splice in time to do something when the entity think func is called. You can create an ent ( ent = spawn() ) then set the nexthink to time + x and it will call the .think func then.
          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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          • #35
            little stuff like this I redefined in my head long ago according to languages I know. think/nextthink combo (in my world) is just a timer. No different than:

            Originally posted by javascript
            var nextthink = 3000; //milliseconds
            var jsthink = setTimeout("think()",nextthink);

            function think()
            {
            clearTimeout(jsthink); //automatic in Quake upon "thinking"
            //code - which may include restarting the timer
            }

            psssh - I just invented the beginnings of QJS.
            Last edited by MadGypsy; 06-02-2012, 02:45 AM.
            http://www.nextgenquake.com

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            • #36
              Heres a combo system I made myself a year or two ago.
              Its a bit dusty, but it should be pretty easy to figure out.

              I'm also including a weapons charging code I made.

              http://dl.dropbox.com/u/1776436/Q1forums.zip


              You also might ask RennyC as he's done this kind of thing before.

              [ame=http://www.youtube.com/watch?v=_DJLHbp118A&list=UUUG7Jt98SSSqG8QpXMM8ckg& index=4&feature=plcp]Street Fighter 2 Quake - YouTube[/ame]
              Gnounc's Project Graveyard Gnounc's git repo

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