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InsideQC Forums • View topic - Gui in Game Shop

Gui in Game Shop

Discuss programming in the QuakeC language.

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Gui in Game Shop

Postby thommoboy » Sat Jan 07, 2012 8:40 am

i was wondering if i could grab some help i already have the impulses and other stuff set up i just don't know how to do a in game gui/hud popup to purchace items
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Re: Gui in Game Shop

Postby Baker » Sat Jan 07, 2012 6:27 pm

Although this is "possible" with DarkPlaces or FTEQW (and only those engines), it lies in the nearly impossible category. And definitely impossible unless accumulating a few years of determined QuakeC experience.

Helpful threads on the idea of this:

viewtopic.php?t=1560

The Feral mod, using quite a bit of CSQC with DarkPlaces:

http://quake-1.com/quakec-gallery/feral.rar (You'll have to read the read me on the controls.)

But again, for all practical purposes ... it isn't really "possible" by any reasonable definition of the word.
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Re: Gui in Game Shop

Postby ceriux » Sun Jan 08, 2012 7:32 am

you could do a hack like thing and display it with v_wep? just make it go into chase active, change the angles of the cam on your engine (im assuming psp?) (if you cant do that there's a lot of camera tutorials, and threads around for qc) and do it that way, just make them not be able to move till self.menu = 0, then reset the players normal movement and impulses to normal. im assuming for your impulses you are using a seperate impulse list?
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Re: Gui in Game Shop

Postby Baker » Sun Jan 08, 2012 8:22 am

I think Ceriux is saying draw that screen on the wall in hidden part of the map and make the camera be there and change the impulses to do different things.

Interesting idea, really. Very hacky and maybe a little cheesy, but only you would know how crappily you cheated.

Then again, the Kurok title scene looks fine. And that title scene is actually a demo playing in a small map but you have to actually start dissecting the mod to come to that conclusion as no one would ever guess that.
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Re: Gui in Game Shop

Postby thommoboy » Mon Jan 09, 2012 2:12 am

that would be good any links or tips on how i could do it.

also how would it work having an in map gui style thing any examples?
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Re: Gui in Game Shop

Postby Baker » Mon Jan 09, 2012 2:37 am

You know how to place a weapon in a map, right?

{
"classname" "weapon_rocketlauncher"
"origin" "-531 1962 -156"
}

The QuakeC makes it so that if you walk over the floating rocket launcher, it adds it to your inventory.

Make yourself some purchase_rocketlauncher entities in QuakeC that is a copy of the weapon_rocketlauncher code except that it subtracts your $$$ or whatever and teleports you away or changes the level or whatever. If you are able to do that, then you could make that entity into a display on the wall. You'll have do a lot of working through the mechanics and learning about mapping and triggers to make it happen.
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Re: Gui in Game Shop

Postby thommoboy » Mon Jan 09, 2012 2:49 am

can you code an example for me i sort of get what your talking about but how would i link it so that worldcraft could read it?
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Re: Gui in Game Shop

Postby thommoboy » Mon Jan 09, 2012 3:03 am

okay ive got it how do i trigger an impulse using a button?
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Re: Gui in Game Shop

Postby Baker » Mon Jan 09, 2012 3:26 am

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Re: Gui in Game Shop

Postby Baker » Mon Jan 09, 2012 3:36 am

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Re: Gui in Game Shop

Postby thommoboy » Mon Jan 09, 2012 5:56 am

i get and error
unknown value purchase_touch


and for the purchase_touch does it go directly under the above code?
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Re: Gui in Game Shop

Postby Baker » Mon Jan 09, 2012 12:33 pm

You need that purchase_touch function ABOVE purchase_rocketlauncher (anywhere above). That way QuakeC knows what a purchase_touch is when it hits that code.

/There is an alternate solution to the error but I don't want to muddy the water.
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Re: Gui in Game Shop

Postby Spirit » Mon Jan 09, 2012 2:30 pm

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Re: Gui in Game Shop

Postby gnounc » Mon Jan 09, 2012 7:33 pm

my
gnounc's
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