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InsideQC Forums • View topic - multiplayer variable meanings

multiplayer variable meanings

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multiplayer variable meanings

Postby Seven » Thu Dec 22, 2011 7:12 pm

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Re: multiplayer variable meanings

Postby Baker » Thu Dec 22, 2011 8:21 pm

If you are looking to detect a multiplayer game, I would recommend reading the maxplayers cvar (except I think there is a better QuakeC way because what you really want is svs.maxclients exposed to QuakeC).

In a true single player game, maxplayers is 1.

However, I suspect reading the cvar is not the right way to do it in QuakeC .... I'll see if I can locate the correct method if someone doesn't beat me to it.

deathmatch and coop cvars have nothing to do with multiplayer, they have to do with game rules as QuakeC interprets them. For instance, start up Quake to the start map and type in the console "deathmatch 0; coop 0; map start". You'll find yourself sitting around on the start map. Type in the console "deathmatch 1; coop 1; map start" .... again you are sitting around on the start map. But you aren't in multiplayer.

Add:

Continued ... well, "maxplayers" is actually a command not a cvar so you cannot check the value ....
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Re: multiplayer variable meanings

Postby Baker » Thu Dec 22, 2011 8:38 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: multiplayer variable meanings

Postby Seven » Thu Dec 22, 2011 9:28 pm

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Re: multiplayer variable meanings

Postby Baker » Thu Dec 22, 2011 9:51 pm

http://www.quakewiki.net/archives/conso ... deathmatch

Yes, your if statement should achieve your goal.
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Re: multiplayer variable meanings

Postby Seven » Fri Dec 23, 2011 9:11 am

Thank you Baker !

That link you provided has very useful information and detailed description of Quake cvars/commands.
...and there is even a deathmatch "3" (it is the most common setting it seems) :)
Now I can continue...
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Re: multiplayer variable meanings

Postby frag.machine » Thu Dec 29, 2011 3:05 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: multiplayer variable meanings

Postby necros » Fri Dec 30, 2011 8:32 pm

iirc, deathmatch 2 is commented in a spot as 'old silly rules'.
look in items.qc in the places which handle item respawning.
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Re: multiplayer variable meanings

Postby Seven » Sat Dec 31, 2011 1:19 pm

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Re: multiplayer variable meanings

Postby Baker » Mon Jan 02, 2012 1:19 pm

deathmatch 3 missing in NQ was either an unfixed oversight or well ... who knows. It exists in Quakeworld and is easily coded into any NQ mod.

Orion's QC instructions on implementing "deathmatch 3". If interested ...

viewtopic.php?p=9739
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