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InsideQC Forums • View topic - button required for pickups/ammo/weapons in qc?

button required for pickups/ammo/weapons in qc?

Discuss programming in the QuakeC language.

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button required for pickups/ammo/weapons in qc?

Postby drm_wayne » Tue May 29, 2012 11:27 am

Hi,

I am experimenting here with the stock qcv1.06, and i want to know how i can make the items (health, armor, weapons and ammo) like in
modern games.. Example: When you walk near the Items in Quake the player will just pick them up, but i want it like in Call of Duty/NZP etc:
You walk near the item (health for example), and a message says: press X to pick up health, and you need to press the X button (or any other button)
to pick it up..

2nd: i want to restrict the player to carry only one weapontype at once (he can only carry the Nailgun OR the supernailgun, same for the shotgun and the supershotgun),
so if he carrys the nailgun and picks up the supernailgun the nailgun gets removed and drops to the floor, and you have the supernailgun instead..
I think Left 4 Quake has a similar system.

thx for any help ;)
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Re: button required for pickups/ammo/weapons in qc?

Postby Cobalt » Tue May 29, 2012 5:25 pm

What engine are you gonna use?
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Re: button required for pickups/ammo/weapons in qc?

Postby drm_wayne » Tue May 29, 2012 5:32 pm

FitzQuake Plus on PC and ProQuake :)
No Darkplaces...
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Re: button required for pickups/ammo/weapons in qc?

Postby Cobalt » Wed May 30, 2012 6:49 am

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Re: button required for pickups/ammo/weapons in qc?

Postby drm_wayne » Wed May 30, 2012 9:52 am

thx, i will try it..
NZP and Left 4 Quake seems to have the same "feature" ;)

EDIT: BIG THX, works like a charm and exactly what i wanted :)
So this is how the other realized the Use button thing :D
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Re: button required for pickups/ammo/weapons in qc?

Postby Cobalt » Wed May 30, 2012 6:35 pm

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Re: button required for pickups/ammo/weapons in qc?

Postby drm_wayne » Wed May 30, 2012 8:22 pm

thx ;)

Well, i have plans to make the IT_SHOTGUN "unswapable", the IT_SHOTGUN is the "secondary weapon" (a pistol), and you cant drop it.
Every other weapons (IT_SUPER_SHOTGUN, etc...) will be primary weapons, but you can only carry one of them and if you want another one
you need to "swap" them... 8)
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Re: button required for pickups/ammo/weapons in qc?

Postby gnounc » Thu May 31, 2012 9:56 pm

if you want a dedicated button you can create an impulse to set a flag, and another to clear the flag.
from there you can simply alias one of them as +pickup and the other as -pickup, and bind a key to +pickup.

when you hold the button the flag will be set, when you release it it will be reset,
and you dont have to hijack your jump or attack function.
my
gnounc's
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Re: button required for pickups/ammo/weapons in qc?

Postby frag.machine » Fri Jun 01, 2012 12:25 am

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: button required for pickups/ammo/weapons in qc?

Postby Cobalt » Fri Jun 01, 2012 12:56 am

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Re: button required for pickups/ammo/weapons in qc?

Postby drm_wayne » Fri Jun 01, 2012 2:39 pm

Looks nice, i will try them..

About the jumping: I have plans to remove jumping from my mod, because you dont need it xD
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