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Making Q2 SP mod, code fails to compile
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Topic: Making Q2 SP mod, code fails to compile (Read 12497 times)
EmeraldTiger
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Posts: 78
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Re: Making Q2 SP mod, code fails to compile
«
Reply #30 on:
March 25, 2011, 03:58:53 PM »
I`ll be... it`s actually working! Thanks so much QwazyWabbit! If it weren`t for you I would have never got this annoying problem fixed!
Only thing now is that I need to find out how to define the knockback.
Here`s some brownies for you:
Enjoy!
«
Last Edit: March 25, 2011, 04:00:27 PM by EmeraldTiger
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EmeraldTiger
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Posts: 78
Rated:
Re: Making Q2 SP mod, code fails to compile
«
Reply #31 on:
March 25, 2011, 04:50:27 PM »
I found this tutorial, which seems to be most like what I want to do:
http://webadvisor.aupr.edu/noc/Othertutorials/qdevels/-%20Push'em%20Around%20.html
While it does mention how to put it in g_cmds.c, which I successfully managed, it never told me how to implement the function in a weapon, which makes it rather confusing. How can I take the function he describes here and put it in a weapon?
I also want to work on the Conservation power-up (prevents you from using up ammo) next, so if anyone knows how I could get around to implementing that, that`d be great.
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Last Edit: March 25, 2011, 05:05:00 PM by EmeraldTiger
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EmeraldTiger
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Posts: 78
Rated:
Re: Making Q2 SP mod, code fails to compile
«
Reply #32 on:
March 25, 2011, 07:41:39 PM »
Well I`ve been using slugs for the ammo so I decided to add a new ammo type, but my compiler is so picky! I added the definition, the prototypes in g_local.h, and even defined things like max ammo, etc. why is it that even though I "follow the rules" it doesn`t obey?
I`m thinking of making a new thread where people can help me out with coding. I`ll implement the code myself but I will definitely need help all the way to define functions, etc. to complete the mod (unless someone is willing to contribute their code, then all you need is the concepts)
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Last Edit: March 25, 2011, 07:46:38 PM by EmeraldTiger
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