alexx860 Posted November 21, 2004 Share Posted November 21, 2004 Hi all I want know, how make unlimited ammo for a weapon, like the blaster dl44. Not showing 999, but just -- in the ammo indicator in the lower left of the sreen thx in advance alexx Link to comment Share on other sites More sharing options...
Barada Posted November 21, 2004 Share Posted November 21, 2004 should be in bg_weapons.c just zero out energyPerShot and altEnergyPerShot for the specified weapon. Link to comment Share on other sites More sharing options...
alexx860 Posted November 22, 2004 Author Share Posted November 22, 2004 OK, the weap no longer take ammo when firing, but how much ammo must I set ? client->ps.stats[sTAT_WEAPONS] |= (1 << WP_BOWCASTER); client->ps.stats[sTAT_WEAPONS] |= (1 << WP_DISRUPTOR); client->ps.weapon = WP_BOWCASTER; client->ps.ammo[AMMO_POWERCELL] = -1; with -1, there is no ammo counter at all, but I can't select weapon (because there are out of ammo, for the game) so where can I change when a weapon is "out of ammo", and disable it for my two weaps thx in advance alexx Link to comment Share on other sites More sharing options...
Barada Posted November 22, 2004 Share Posted November 22, 2004 I was able to obtain this by the change I mentioned in bg_weapons, but I also have a client compile. Try compiling client. Yeah, that sucks if you're trying to go serverside only mod, I know. But, it works. Just to test it, I removed my mods cgame, and the weapons sure enough are back to 999, and not -- in the ammo counter. Link to comment Share on other sites More sharing options...
alexx860 Posted November 22, 2004 Author Share Posted November 22, 2004 OK i've tried to compile the cgame, but when I start the game, when I join, it's very laggy, I can't move at all, but when I remove the cgame, it dont lag whats the problem Thx for your answers alexx Link to comment Share on other sites More sharing options...
razorace Posted November 22, 2004 Share Posted November 22, 2004 Did you make any other changes to the bg code? Link to comment Share on other sites More sharing options...
alexx860 Posted November 23, 2004 Author Share Posted November 23, 2004 dont remember exactly but yes I think, why? Link to comment Share on other sites More sharing options...
alexx860 Posted November 23, 2004 Author Share Posted November 23, 2004 err i think there is a problem.. I've tried to compile WITHOUT any change AT ALL at the code.. (i use the universal jka sdk) and it's always laggy. It's just when i join players, but when i'm spectator, there is no problems thx alexx Link to comment Share on other sites More sharing options...
alexx860 Posted November 23, 2004 Author Share Posted November 23, 2004 razorace told me to break the code when the bug occurs, and it stop here : float powf ( float x, int y ) { float r = x; for ( y--; y>0; y-- ) [b]r = r * r;[/b] return r; } (in game/q_math.c) The only place where i've find 'powf' are in cg_view.c else if (cg_thirdPersonTargetDamp.value>=0.0) { // Calculate the difference from the current position to the new one. VectorSubtract(cameraIdealTarget, cameraCurTarget, targetdiff); // Now we calculate how much of the difference we cover in the time allotted. // The equation is (Damp)^(time) dampfactor = 1.0-cg_thirdPersonTargetDamp.value; // We must exponent the amount LEFT rather than the amount bled off dtime = (float)(cg.time-cameraLastFrame) * (1.0/(float)CAMERA_DAMP_INTERVAL); // Our dampfactor is geared towards a time interval equal to "1". // Note that since there are a finite number of "practical" delta millisecond values possible, // the ratio should be initialized into a chart ultimately. ratio = [b]powf(dampfactor, dtime);[/b] // This value is how much distance is "left" from the ideal. VectorMA(cameraIdealTarget, -ratio, targetdiff, cameraCurTarget); ///////////////////////////////////////////////////////////////////////////////////////////////////////// } and else if (dampfactor>=0.0) { // Calculate the difference from the current position to the new one. VectorSubtract(cameraIdealLoc, cameraCurLoc, locdiff); // Now we calculate how much of the difference we cover in the time allotted. // The equation is (Damp)^(time) dampfactor = 1.0-dampfactor; // We must exponent the amount LEFT rather than the amount bled off dtime = (float)(cg.time-cameraLastFrame) * (1.0/(float)CAMERA_DAMP_INTERVAL); // Our dampfactor is geared towards a time interval equal to "1". // Note that since there are a finite number of "practical" delta millisecond values possible, // the ratio should be initialized into a chart ultimately. ratio = [b]powf(dampfactor, dtime);[/b] // This value is how much distance is "left" from the ideal. VectorMA(cameraIdealLoc, -ratio, locdiff, cameraCurLoc); ///////////////////////////////////////////////////////////////////////////////////////////////////////// } I tried to replace those two files by the originals one of the SDK, nothing thx in advance alexx Link to comment Share on other sites More sharing options...
razorace Posted November 23, 2004 Share Posted November 23, 2004 Logic seems to indicate that there's something wrong with the dtime getting way too big. I'd do some breaking to figure out what the heck is happening there. Link to comment Share on other sites More sharing options...
ensiform Posted November 23, 2004 Share Posted November 23, 2004 um if u got the weapons too use infinite ammo, all that needs fixing is the hud stuff in cg_draw or even the actual hud menu file. Originally posted by alexx860 err i think there is a problem.. I've tried to compile WITHOUT any change AT ALL at the code.. (i use the universal jka sdk) and it's always laggy. It's just when i join players, but when i'm spectator, there is no problems thx alexx umm this happens when u play base also not much u can do. same when u die sometimes and when someone joins/connects. although if your cgame is being weird i dunno, may i also suggest not messing with q_* files that can be dangerous only thing i can think of about ur prob is that u added something u maybe weren't supposed too and causes too much lag when sending maybe ? Link to comment Share on other sites More sharing options...
alexx860 Posted November 24, 2004 Author Share Posted November 24, 2004 I know damp, cameradamp, etc are for the ThirdPerson view, so i tested to enter the game in first person view, and, it's not laggy, it's normal, but when I toggle in third person view, it's laggy again (by laggy I mean I cant move, because the image uptdate every ~30sec, like that..) Thx in advance, I'll search too alexx Link to comment Share on other sites More sharing options...
alexx860 Posted November 24, 2004 Author Share Posted November 24, 2004 Ive solved my problem by unzip the universal sdk, and paste the original sdk in the same folder, with replacing files. I've paste the modified files one by one, and now it works Thanks for your help all alexx Link to comment Share on other sites More sharing options...
razorace Posted November 24, 2004 Share Posted November 24, 2004 interesting. Sounds like the universal SDK is broken. Link to comment Share on other sites More sharing options...
ensiform Posted November 24, 2004 Share Posted November 24, 2004 my universal sdk works just fine with cgame, game, and ui. Link to comment Share on other sites More sharing options...
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