Quake3World.com https://www.quake3world.com/forum/ |
|
Spawn player without machinegun... https://www.quake3world.com/forum/viewtopic.php?f=16&t=41657 |
Page 1 of 1 |
Author: | Herr W [ 10-02-2009 12:44 AM ] |
Post subject: | Spawn player without machinegun... |
Hi everyone, I would like to know if there is a (not to complicated ) way to spawn the player without machinegun, i.e. only with the gauntlet... Thanks in advance! |
Author: | ^misantropia^ [ 10-02-2009 04:13 AM ] |
Post subject: | Re: Spawn player without machinegun... |
's Easy as pie. You need to edit ClientSpawn() in game/g_client.c for that. |
Author: | Herr W [ 10-05-2009 12:41 AM ] |
Post subject: | Re: Spawn player without machinegun... |
Thanks a lot! I set the amount of ammo given to the player to 0... Code: client->ps.stats[STAT_WEAPONS] = ( 1 << WP_MACHINEGUN ); if ( g_gametype.integer == GT_TEAM ) { client->ps.ammo[WP_MACHINEGUN] = 0;//WW was 50 } else { client->ps.ammo[WP_MACHINEGUN] = 0;//WW was 100 } ... and made the gauntlet base weapon... Code: client->ps.weapon = WP_GAUNTLET;//WW was WP_MACHINEGUN ... Works! One thing I'm still not quite happy with is that the gauntlet doesn't appear in the "normal" weapon cycle. Can you tell me where to alter that? |
Author: | ^misantropia^ [ 10-05-2009 08:50 AM ] |
Post subject: | Re: Spawn player without machinegun... |
I can and I will. It's client-side code in cgame/cg_weapons.c. More specifically, the CG_PrevWeapon_f() and CG_NextWeapon_f() functions. |
Author: | Herr W [ 10-05-2009 11:43 PM ] |
Post subject: | Re: Spawn player without machinegun... |
Cool! Would have searched for that forever... Thanks a lot again! |
Author: | Perle [ 03-20-2022 01:35 PM ] |
Post subject: | Re: Spawn player without machinegun... |
Okay. This post is "only" 12 Years old. Is there a way to "disable" the gauntlet? |
Author: | LegendGuard [ 06-09-2022 12:12 PM ] |
Post subject: | Re: Spawn player without machinegun... |
Perle wrote: Okay. This post is "only" 12 Years old. Is there a way to "disable" the gauntlet? The one way would be to create a cvar in the code. - In game/g_main.c, add this where you can see the vmCvar_t list: Code: vmCvar_t g_disableGauntlet; After, inside static cvarTable_t gameCvarTable[] = { add this line under g_gametype one: Code: { &g_disableGauntlet, "g_disableGauntlet", "0", CVAR_SERVERINFO | CVAR_USERINFO | CVAR_LATCH, 0, qfalse }, And in G_RegisterCvars function, add this after g_gametype conditional if: Code: if ( g_disableGauntlet.integer >= 1 ) { G_Printf( "Gauntlet weapon disabled, to enable: 'g_disableGauntlet 0' and restart \n" ); va("print \"Gauntlet weapon disabled, to enable: 'g_disableGauntlet 0' and restart.\n\""); trap_Cvar_Set( "g_disableGauntlet", "1" ); trap_Cvar_Update( &g_disableGauntlet ); } - In game/g_local.h, add this in extern vmCvar_t list: Code: extern vmCvar_t g_disableGauntlet; - And finally in game/g_client.c, inside ClientSpawn() you will see these lines: Code: client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GAUNTLET ); client->ps.ammo[WP_GAUNTLET] = -1; Then replace to this: Code: if( g_disableGauntlet.integer <= 0 ) { client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GAUNTLET ); client->ps.ammo[WP_GAUNTLET] = -1; } Finally, compile the code, copy the compiled qvm, run the game, in console write and execute the cvar: \g_disableGauntlet 1 restart and enjoy without the gauntlet! |
Author: | CZghost [ 06-09-2022 09:38 PM ] |
Post subject: | Re: Spawn player without machinegun... |
Wouldn't mind a little tour through the Q3A source code. Would be super beneficial to creating the Infected mod. |
Page 1 of 1 | All times are UTC - 8 hours |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |