Search found 4 matches
- Mon Oct 10, 2011 8:14 pm
- Forum: Programming Discussion
- Topic: Weapons not using their correct case statements (impacts)
- Replies: 4
- Views: 4308
Re: Weapons not using their correct case statements (impacts)
DOH thread necromancy you could always extend the weapons list to use two stats slots if you really have to have more than the current limit ex. void BG_AddWeapon( int weapon, int stats[ ] ) { unsigned int weaponList; // create one big list with from our 2 weaponList = (unsigned int)stats[ STAT_WEAP...
- Mon Aug 01, 2011 1:27 pm
- Forum: Programming Discussion
- Topic: passing strings from cgame to game
- Replies: 7
- Views: 5798
Re: passing strings from cgame to game
So `CG_ConfigString` and `trap_SetConfigstring` both appear to pass info to cgame from game, server to client . The opposite of what I need. I needed to pass info from a cvar on the client to the server. I figured out how to do it, and it was very easy and straight forward. Look into Info_ValueForKe...
- Fri Jul 29, 2011 4:29 pm
- Forum: Programming Discussion
- Topic: passing strings from cgame to game
- Replies: 7
- Views: 5798
passing strings from cgame to game
getting frustrated trying to get this to work I have a cvar (vmCvar_t gear ) in the config file that I can read using gear.string, from inside cg_ files, no problem there, but I need to pass that string to game files, specifically g_weapon.c and g_client.c. I am really struggling to get this to work...
- Mon Feb 15, 2010 3:42 am
- Forum: Programming Discussion
- Topic: position weapon in q3
- Replies: 0
- Views: 1601
position weapon in q3
I have a torso/upper model md3 that the weapon tag position is off by a little bit. In the third person view the weapon looks odd because of this. (located around the wrist area) moving the tag positions on the weapon or torso are not currently an option I am able to adjust the position of the weapo...