VQ3 with CPMA bots?

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DaEngineer
Posts: 210
Joined: Fri May 28, 2010 2:30 pm

VQ3 with CPMA bots?

Post by DaEngineer »

I tried out CPMA some time ago and found the new movement just horrible, even though I'm a big fan of Painkiller. But the combination of Quake 3 and this way to navigate makes me sick.
While I don't like the movement at all, the new bots are interesting and much more unpredictable than the VQ3 ones. Is there any possibility to play the standard VQ3 with CPMA bots? Or configure CPMA in a way it plays like the original VQ3, without the adjusted weapon damage and movement?
[url=http://www.victorkarp.com]Portfolio[/url] - [url=https://victorkarp.com/tutorials/quake-3-mapping-tutorials/]My Quake 3 mapping tutorials[/url] - [url=http://www.lvlworld.com/author/DaEngineer]My Quake 3 maps[/url]
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Eraser
Posts: 19177
Joined: Fri Dec 01, 2000 8:00 am

Re: VQ3 with CPMA bots?

Post by Eraser »

I thought you can disable the promode physics in CPMA? Look in the documentation, it must be in there somewhere.

edit:
looked it up for you. Entering
server_gameplay VQ3
in the console or a cfg file should do the trick.
DaEngineer
Posts: 210
Joined: Fri May 28, 2010 2:30 pm

Re: VQ3 with CPMA bots?

Post by DaEngineer »

Excellent! Thanks a lot.
[url=http://www.victorkarp.com]Portfolio[/url] - [url=https://victorkarp.com/tutorials/quake-3-mapping-tutorials/]My Quake 3 mapping tutorials[/url] - [url=http://www.lvlworld.com/author/DaEngineer]My Quake 3 maps[/url]
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