Originally posted by Totalitarian
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Help Making Crouch on Quake C
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when I don't press the crouch button, he still get up even if have celling above him, I want to fix that
Use multiple traces.Last edited by Totalitarian; 10-13-2021, 05:35 PM.
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You are aware of the fact that you would need an edited player model with a crouch frame to fit the new function? It might not be that relevant in singleplayer (unless you use a mod with chasecam or the like), but quite so in multiplayer.
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Originally posted by Zop View PostSorry I'm late, but I think there is a problem with
if(self.flags & FL_ONGROUND)
{
self.crouch = 0;
}
You prevent the player crouch when they are touching the ground?
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Sorry I'm late, but I think there is a problem with
if(self.flags & FL_ONGROUND)
{
self.crouch = 0;
}
You prevent the player crouch when they are touching the ground?
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Originally posted by Mr.Burns View PostHi JK
I'm no QuakeC expert but I seem to recall that the old Inside3D site had a crouch tutorial, perhaps the following resource might help?...
http://web.archive.org/web/201205260...ial.php?id=169
Kind regards
Monty
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Hi JK
I'm no QuakeC expert but I seem to recall that the old Inside3D site had a crouch tutorial, perhaps the following resource might help?...
http://web.archive.org/web/201205260...ial.php?id=169
Kind regards
Monty
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Help Making Crouch on Quake C
Yoo, I'm kinda new here(in the forum and quake c), I'm using darkplaces and trying to do a crouch for the player be able to go on the small places, the only problem with my crouch thing, is that if you just stop pressing ctrl button, on small place it just stop moving and able to jump(if you do that, you gonna be stuck forever (), I want to know if have a over collision of the player to fix that, or another way to do it, here's my script:
crouch.qc:
////////////////////////////////////////
////////////////////////////////////////
/* Crouch, Probably; */
////////////////////////////////////////
////////////////////////////////////////
// Crouch Down.
void() PlayerCrouchDown =
{
if(self.flags & FL_ONGROUND)
{
self.crouch = 1;
}
if(self.crouch == 1)
{
setsize(self, VEC_ORIGIN, VEC_ORIGIN);
}
}
// Crouch Up.
void() PlayerCrouchUp =
{
if(self.flags & FL_ONGROUND)
{
self.crouch = 0;
}
if(self.crouch == 0)
{
setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
}
}
client.qc:
if(!self.crouch)
{
if (self.button2)
{
PlayerJump ();
}
else
{
self.flags = self.flags | FL_JUMPRELEASED;
}
}
if(self.button3)
{
PlayerCrouchDown ();
}
else
{
PlayerCrouchUp ();
}Tags: None
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