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Crimson Wizard
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Crimson Wizard
spiderman
If you like, I may mail you the first demo mod I made for our team.Well, i'm still just getting started on this mod but if you want to contribute i think it would be cool to have smart, wandering, bot-like monsters (monster pathfinding?) and some of the other features you have mentioned. The main design goal of this project is to extend gameplay with more weapons and powerups, while keeping existing levels fun and playable.
Crimson Wizard
spiderman
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scen
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Crimson Wizard
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Crimson Wizard
Janis Legzdinsh
spiderman
bind mouse2 "impulse 32" "impulse 34"...and then just start firing on impulse 32 and stop on impulse 34. But then if you bind another key to the same action, I think things could get screwy. So, I think (correct me if I'm wrong, seriously) secondary fire needs a "real button." [quote="Crimson Wizard":35kbzy03] Also, if you like to, you may download our Korax Arena progs source from SVN, there is a lot of similar stuff, including extra CVARs and extra user commands. Team page on SF.net: <!-- m --><a class="postlink" href="http://sourceforge.net/projects/korax/">http://sourceforge.net/projects/korax/</a><!-- m --> Exact SVN location (from where to do checkout): <!-- m --><a class="postlink" href="https://korax.svn.sourceforge.net/svnroot/korax/trunk/karena">https://korax.svn.sourceforge.net/svnro ... unk/karena</a><!-- m --> Thanks, I'll take a look if i get stuck, but just knowing you can do some of this stuff (create cvar in vc) helps a lot! Thanks, CW =) [quote="Janis Legzdinsh":35kbzy03]For extra buttons Vavoom already provides 5 extra buttons that you can use without modifying C++ code. I saw those, thought they might be reserved or in use or something. I'll help myself to one of those buttons then; thanks Janis! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Well, hmm, maybe I should be able to do all this stuff in progs then. I'll get to work <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Janis, I hope you don't mind if I just go ahead and distribute the whole thing for now (not a patch or just progs)? It would be much easier for me to let people preview it that way. Then, next time a stable release rolls around, I will package it up as a proper mod =)
Crimson Wizard
...and then just start firing on impulse 32 and stop on impulse 34. But then if you bind another key to the same action, I think things could get screwy.There are a several keys that work this way, like Jump, etc, just look in the game CFG file, so it is rather common usage.
So, I think (correct me if I'm wrong, seriously) secondary fire needs a "real button."I'd say, it's not obligatory, but perhaps better way. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Janis Legzdinsh
There are a several keys that work this way, like Jump,No, jump is a button, not impulse.
Janis, I hope you don't mind if I just go ahead and distribute the whole thing for now (not a patch or just progs)?Sure.
spiderman
Janis, I hope you don't mind if I just go ahead and distribute the whole thing for now (not a patch or just progs)?Sure. Sweet! Ok, in that case we can all enjoy some "what-if" doom shortly <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Stay tuned, I'll make a post in the Project news forum soon...
spiderman