I'm trying to change the player speed, via the quakec source code. I cant seem to find where the variables are sorted or how to change them so the player walks slower. Is this do-able or is the player speed hard coded to the game engine its self? Any help will be much appreciated, thanks in advance.
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Nahuel's suggestions actually will help a little bit, but ultimately the server controls speed.
To increase speed, set sv_maxspeed. It defaults to 320. Set it to say, 640 which would double the top speed.
Then change cl_forwardspeed to 9999 and the other variable's nahuel pointed out.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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If you want to do it in Quakec and not some stuffcmd, which can be hacked, look at the water code. the quakeC slows the player down. I used this technique when making SpeedBall, the ball carrier runs slower than other players. So, it's been tested and works rather well.
.velocity though is what you want to change.
playerprethink
Code:if (self.style & CA_BALL_CARRIER) { if (self.flags & FL_ONGROUND) { self.velocity_x = (1 - (2.7 * frametime)) * (self.velocity_x);// slow down ball carrier self.velocity_y = (1 - (2.7 * frametime)) * (self.velocity_y);// slow down ball carrier } }
Last edited by R00k; 06-23-2016, 09:23 PM.
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Originally posted by R00k View PostIf you want to do it in Quakec and not some stuffcmd, which can be hacked, look at the water code. the quakeC slows the player down. I used this technique when making SpeedBall, the ball carrier runs slower than other players. So, it's been tested and works rather well.
.velocity though is what you want to change.
playerprethink
Code:if (self.style & CA_BALL_CARRIER) { if (self.flags & FL_ONGROUND) { self.velocity_x = (1 - (2.7 * frametime)) * (self.velocity_x);// slow down ball carrier self.velocity_y = (1 - (2.7 * frametime)) * (self.velocity_y);// slow down ball carrier } }
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I've modified player velocity via QC like your code, R00k, but I didn't include the frametime part...what does that do?
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Player speed control
In the original rune server, the haste rune speeds up shooting and possibly projectiles.
When I re-implemented it I wanted haste to speed up the player running.
But how to do that without boosting every players run speed?
(This is what happens if you increase sv_maxspeed and they max out cl_forwardspeed.)
I put this code in player_run()
Code:// haste run faster local float f, ms, v, k; k = 0; if (self.rune_flag & RUNE_FLG_HS) k = 1; // has the haste rune if (self.rune_flag & TECH_TEIM) k = k + 1; // has the haste tech if (k) { if (k > 1) k = 1.2; ms = cvar("sv_maxspeed"); f = ms * 1.6 * k; // at 320 max, this is 576, for both runes 691 if (self.movetype == MOVETYPE_FLY) f = ms * 1.4; v = vlen(self.velocity); if (!self.movement_x && !self.movement_y) { if (v > ms) self.velocity = self.velocity * 0.95;// (ms / v); // cap it } else if (v < f) { if (self.movement_x > 20) self.velocity = self.velocity * (f / v); else { f = ms * 1.25 * k; if (self.movetype == MOVETYPE_FLY) f = ms * 0.9; // flight speed side & back normally .8 * ms if ( (fabs(self.movement_y) > 20) || (self.movement_x < 20) ) self.velocity = self.velocity * (f / v); } } }
It also covers things like bunny hopping and strafe running.
I did not test it vs. the frametime issue noted below - but I'd bet it handles that as well.
One consequence I dont have a good answer for does exist. The player run is a lot harder to control - especially with both haste runes.
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