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InsideQC Forums • View topic - detecting if player is runing

detecting if player is runing

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detecting if player is runing

Postby Nahuel » Mon Apr 01, 2013 6:15 pm

hi, I am nahuel, I love quake and qc.
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Re: detecting if player is runing

Postby mankrip » Mon Apr 01, 2013 7:07 pm

Without some extension like CSQC, probably not.

Maybe you can check the value from self.movement (which only works in some engines), and see if it matches the velocity for the running. This won't work if the running speed cvars have been modified.
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Re: detecting if player is runing

Postby Nahuel » Mon Apr 01, 2013 7:13 pm

hi, I am nahuel, I love quake and qc.
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Re: detecting if player is runing

Postby Spike » Mon Apr 01, 2013 7:32 pm

I'm not really trying to troll... but who out there actually uses +speed (as opposed to always-run)?
does it actually make sense to try to detect it?
ssqc has no way to distinguish between +speed and merely setting cl_forwardspeed to 400 (aka: always-run) or so.

The evil way:
alias +speed +button5
alias -speed -button5
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Re: detecting if player is runing

Postby Baker » Mon Apr 01, 2013 8:48 pm

Check onground flag and check velocity > 200 (or so depending on what you expect) ?

Sure this doesn't check the button, but if the player is pressing the run button and forward while standing in a corner facing the corner, is he actually running?

[Does QuakeC get to know "wish velocity" [desired speed client sends to server?]
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Re: detecting if player is runing

Postby frag.machine » Tue Apr 02, 2013 1:05 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: detecting if player is runing

Postby Spike » Tue Apr 02, 2013 2:17 am

"Does QuakeC get to know "wish velocity" [desired speed client sends to server?]"
.movement is exactly that.
not fantastically different from velocity, but doesn't get clipped by sv_maxspeed, has lower latency, and works even if they're stupid enough to be running into a wall.
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Re: detecting if player is runing

Postby r00k » Tue Apr 02, 2013 2:44 pm

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Re: detecting if player is runing

Postby frag.machine » Wed Apr 03, 2013 1:33 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: detecting if player is runing

Postby Spike » Wed Apr 03, 2013 1:46 am

.movement is a dp extension.
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Re: detecting if player is runing

Postby r00k » Thu Apr 04, 2013 3:10 am

ack note toself add .movement extention
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Re: detecting if player is runing

Postby drm_wayne » Tue Apr 09, 2013 6:40 pm

afaik p0x qcv1.06 addons have this feature in the footsteps, if you run the play faster...
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Re: detecting if player is runing

Postby leileilol » Tue Apr 09, 2013 8:11 pm

I believe the p0x method is dropping entities and comparing their vector lengths with the current player origin.
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